89
00:08:08,370 --> 00:08:15,930
method we begin go to humans
calculations and we'd set up everything
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the same as we had when we made the
lights one mask so we would set channels
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back to gray and we'd set the blending
mode back to normal
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but this time we will check both the
invert boxes and click OK and this new
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channel is a Sharks won mask and finally
if we want to create mid tone masks we
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00:08:47,120 --> 00:08:53,890
could go back to image calculations and
this time the settings in the
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00:08:53,890 --> 00:09:05,790
calculations dialogue will be lights 14
source one and darks 14 source to will
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00:09:05,790 --> 00:09:14,500
set the blending mode to Multiply and
will leave the invert boxes checked when
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00:09:14,500 --> 00:09:16,170
I click OK
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00:09:16,170 --> 00:09:27,020
this generates the mid 2011 mask
continuing using the image calculations
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00:09:27,020 --> 00:09:31,410
dialogue like that we could eventually
create all of the lights masks all the
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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
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masks I guess said the real world
differences between using the eight bit
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00:09:41,340 --> 00:09:45,390
method to create luminosity mass and the
sixteen-bit method to create luminosity
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masses mostly theoretical but tony has
published comparisons of extreme
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00:09:50,270 --> 00:09:54,650
adjustments made with both eight dead
and 16 bit mass so if you're interested
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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
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00:10:01,460 --> 00:10:12,690
www.quikr.com wordpress.com and then
you're there you can click on digital
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00:10:12,690 --> 00:10:18,700
techniques and then look for the article
for me 13th 2015 called sixteen-bit
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00:10:18,700 --> 00:10:22,010
luminosity mass do they make a
difference
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00:10:22,010 --> 00:10:27,180
as you read through the article you'll
find examples of both how the different
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00:10:27,180 --> 00:10:33,820
types of Mass Effect two ingredients and
also examples with actually images up
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00:10:33,820 --> 00:10:39,820
close and he has rollovers that show the
difference between sixteen-bit bed so
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00:10:39,820 --> 00:10:43,270
now you know what's going on behind the
scenes with both the eight bit selection
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00:10:43,270 --> 00:10:47,730
method and the sixteen-bit calculations
method of generating luminosity masks
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00:10:47,730 --> 00:10:52,230
there might be a few people out there
inclined to make their own masks like I
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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
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to quickly and easily experiment learn
and incorporate luminosity mass into my
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00:11:02,410 --> 00:11:04,050
workflow on a regular basis