89
00:08:08,370 --> 00:08:15,930
method we begin go to humans
calculations and we'd set up everything
90
00:08:15,930 --> 00:08:22,190
the same as we had when we made the
lights one mask so we would set channels
91
00:08:22,190 --> 00:08:27,550
back to gray and we'd set the blending
mode back to normal
92
00:08:27,550 --> 00:08:35,700
but this time we will check both the
invert boxes and click OK and this new
93
00:08:35,700 --> 00:08:47,120
channel is a Sharks won mask and finally
if we want to create mid tone masks we
94
00:08:47,120 --> 00:08:53,890
could go back to image calculations and
this time the settings in the
95
00:08:53,890 --> 00:09:05,790
calculations dialogue will be lights 14
source one and darks 14 source to will
96
00:09:05,790 --> 00:09:14,500
set the blending mode to Multiply and
will leave the invert boxes checked when
97
00:09:14,500 --> 00:09:16,170
I click OK
98
00:09:16,170 --> 00:09:27,020
this generates the mid 2011 mask
continuing using the image calculations
99
00:09:27,020 --> 00:09:31,410
dialogue like that we could eventually
create all of the lights masks all the
100
00:09:31,410 --> 00:09:36,550
darks mass all the mid tones and even
all of the off center mid tone hands own
101
00:09:36,550 --> 00:09:41,340
masks I guess said the real world
differences between using the eight bit
102
00:09:41,340 --> 00:09:45,390
method to create luminosity mass and the
sixteen-bit method to create luminosity
103
00:09:45,390 --> 00:09:50,270
masses mostly theoretical but tony has
published comparisons of extreme
104
00:09:50,270 --> 00:09:54,650
adjustments made with both eight dead
and 16 bit mass so if you're interested
105
00:09:54,650 --> 00:10:01,460
in taking a look at that you can find
his article on his blog by going to
106
00:10:01,460 --> 00:10:12,690
www.quikr.com wordpress.com and then
you're there you can click on digital
107
00:10:12,690 --> 00:10:18,700
techniques and then look for the article
for me 13th 2015 called sixteen-bit
108
00:10:18,700 --> 00:10:22,010
luminosity mass do they make a
difference
109
00:10:22,010 --> 00:10:27,180
as you read through the article you'll
find examples of both how the different
110
00:10:27,180 --> 00:10:33,820
types of Mass Effect two ingredients and
also examples with actually images up
111
00:10:33,820 --> 00:10:39,820
close and he has rollovers that show the
difference between sixteen-bit bed so
112
00:10:39,820 --> 00:10:43,270
now you know what's going on behind the
scenes with both the eight bit selection
113
00:10:43,270 --> 00:10:47,730
method and the sixteen-bit calculations
method of generating luminosity masks
114
00:10:47,730 --> 00:10:52,230
there might be a few people out there
inclined to make their own masks like I
115
00:10:52,230 --> 00:10:56,810
used to do years ago but it took a tool
like the teak Actions panel to allow me
116
00:10:56,810 --> 00:11:02,410
to quickly and easily experiment learn
and incorporate luminosity mass into my
117
00:11:02,410 --> 00:11:04,050
workflow on a regular basis
8900:08:08,370--> 00:08:15,930方法我们开始去人类计算和我们将所有设置9000:08:15,930--> 00:08:22,190我们有了当我们作出的一样灯一面具,所以我们会设置频道9100:08:22,190--> 00:08:27,550回到灰色和我们将设置混合恢复到正常模式9200:08:27,550--> 00:08:35,700但这一次我们都要查反转框并单击确定和这新9300:08:35,700--> 00:08:47,120通道是一个鲨鱼赢得了面具和最后如果我们想要创建中间色调,掩盖了我们9400:08:47,120--> 00:08:53,890可以回到图像计算和这次中的设置9500:08:53,890--> 00:09:05,790计算对话将灯 14源一和深色 14 源,将9600:09:05,790--> 00:09:14,500设置混合模式为正片叠底和将离开时选中该反相复选框9700:09:14,500--> 00:09:16,170我单击确定9800:09:16,170--> 00:09:27,020这将生成中期 2011年面具继续使用图像计算9900:09:27,020--> 00:09:31,410像我们最终能的对话创建所有的所有的灯面具10000:09:31,410--> 00:09:36,550深色衣服质量中的色调甚至离中心年年音的手中都拥有10100:09:36,550--> 00:09:41,340我猜的面具说真实的世界使用 8 位之间的差异10200:09:41,340--> 00:09:45,390方法以创建光度质量和sixteen-bit method to create luminosity10300:09:45,390 --> 00:09:50,270masses mostly theoretical but tony haspublished comparisons of extreme10400:09:50,270 --> 00:09:54,650adjustments made with both eight deadand 16 bit mass so if you're interested10500:09:54,650 --> 00:10:01,460in taking a look at that you can findhis article on his blog by going to10600:10:01,460 --> 00:10:12,690www.quikr.com wordpress.com and thenyou're there you can click on digital10700:10:12,690 --> 00:10:18,700techniques and then look for the articlefor me 13th 2015 called sixteen-bit10800:10:18,700 --> 00:10:22,010luminosity mass do they make adifference10900:10:22,010 --> 00:10:27,180as you read through the article you'llfind examples of both how the different11000:10:27,180 --> 00:10:33,820types of Mass Effect two ingredients andalso examples with actually images up11100:10:33,820 --> 00:10:39,820close and he has rollovers that show thedifference between sixteen-bit bed so11200:10:39,820 --> 00:10:43,270now you know what's going on behind thescenes with both the eight bit selection11300:10:43,270 --> 00:10:47,730method and the sixteen-bit calculationsmethod of generating luminosity masks11400:10:47,730 --> 00:10:52,230there might be a few people out thereinclined to make their own masks like I11500:10:52,230 --> 00:10:56,810used to do years ago but it took a toollike the teak Actions panel to allow me11600:10:56,810 --> 00:11:02,410to quickly and easily experiment learnand incorporate luminosity mass into my11700:11:02,410 --> 00:11:04,050workflow on a regular basis
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