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Today I have this skin tones masterclass
for you. I'm going to show you as much
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things as I can on skin tones and as
always if you have any questions let me
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know in the comments. This video is
sponsored by artlist .io but I'll tell
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more about that later on in the video.
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By the way, I'm working here in a
DaVinci YRGB color managed timeline.
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So that's why you will not see any color
space transform nodes throughout this
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video. But all of these techniques, all
of these adjustments, everything I'm
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showing you in this video can be used on
a DaVinci YRGB color managed timeline
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or in a scene referred timeline where
you use color space transform nodes in
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your note tree. You guys already know I
like to get straight to the point. So
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let's go ahead and get started.
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So I have got this image here and we've
got pretty much every skin tone
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represented on it.
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and what i want to do is take you
through each range of these skin tones
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we take a look at the waveform and at
the vectorscope so the first thing i
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to look at is the luminance ranges of
these skin tones and i've got my
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set up to show me the luminance channel
and i'm going to turn on the colorizer
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this this is where you can expect to
find any skin tone at any point when
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grading in the context of primaries once
you get into the look development
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section of your color grade you can sort
of abandon these rules or expectations
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there's no one -size -fits -all advice
for that because your look development
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a creative decision you can make a
tutorial on how to create a specific
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you can't really give one piece of
advice that works for all look
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that's right so i can tell you okay no
matter what look you're creating your
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skin cells need to be this no that
doesn't apply because it's just too
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subjective so here we got our lightest
contours right and check out this range
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that they exist in I wanted you to look
at these ranges just so that you can
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know more or less where these skin tones
sit on the waveform.
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You can use your skin tones as a
reference for exposing your shot when
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setting your primaries. And if you're
working with fair skin tones, this is
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or less a good range to have them at.
These peaks up here represent the
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highlights of the skin tone, the
brightest areas of the skin tones, like
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forehead, sometimes the cheek, sometimes
like the clavicle here.
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And that can sit for fair skin tones.
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Somewhere in between 70 and 80 IRE. Some
of the darker areas, places like under
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the chin, maybe the sides of the face,
they can sit somewhere between 40 to 50
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IRE. Take a look at the next range of
skin tones.
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Just to get rid of the hair, just so we
can get a more targeted view at just the
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skin tones. Now our luminance range is a
little lower.
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And for skin tones that are just
slightly darker, you know, still pretty
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skin tones, they can sit somewhere
around here. The specular highlights,
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brightest parts of the skin, can sit
somewhere between 70 IRE and 80 IRE,
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probably closer to 70 IRE. And then the
lower areas can have a floor of around
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30 IRE and can range somewhere between
30 and 40 IRE.
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These skin tones here on the left are
slightly lighter than these skin tones
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here on the right. And we can see just
that gradual progression down the
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waveform. Again, I'm just showing you
guys this so you get more familiar with
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these ranges. As we get darker here, I'm
going to turn off the colorize so I can
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better see the waveform.
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Again, these skin tones here are a
little lighter and then they're
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to darker. This subject over here,
brightest parts of his skin is sitting
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around 48, 50 IRE.
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and then the darkest parts like you know
the chin he does have a bit of a five o
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'clock shadow here but these darker
areas will fit somewhere around 15 to 20
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and as we get darker and darker you know
darker areas may range again somewhere
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between 15 20 re but then the brighter
parts of these skin tones might fit
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40 ire and so it's good to see these
differences because what happens a lot
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someone may understand oh okay i can use
skin tones to set a good exposure but
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then they get like a dark skin tone
let's say like this they'll set a
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like this for their primaries they'll
set that range up here and then they
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wonder well why is my shot overexposed
so why does this look washed out and
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that's because they've probably missed
out on getting to know skin tones on
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technical level here we have the darkest
skin tones right and you can see just
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where they're sitting right And then
I'll just refine it a little bit.
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That's fine there. So this subject over
here, the absolute brightest part of the
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skin is sitting at 35 IRE, 34, somewhere
around there. And the darkest part of
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his skin is down at around 10, even a
little lower than that. And then, you
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know, again, that just ranges. You can
see this gradual darkening here and can
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sit, you know, somewhere between 6, 7
IRE to
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to like 20 somewhere between 20 and 30
ire getting to know the skin tones on
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this technical level is really helpful
and it's a bit of a shortcut to getting
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more familiar with skin tones and better
at adjusting skin tones you can spend
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endless amounts of time just color
grading skin tones and working on them
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working on them and building that
intuitive knowledge but that's going to
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lot of time and a lot of practice so now
let's take a look at our skin tones
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through the vectorscope i'm going to go
over to the vectorscope skill style
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As you can see, these lines here, which
represent the six main vectors, they
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sort of fade out, right? And it fades up
into 75 % saturation.
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These dark areas here represent like a
global average saturation. This is not
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like an exact average, but just more or
less, right? So these darker areas sort
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of show you like where you want to be
sitting in terms of saturation.
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And you can see that the skin tones
here, the saturation for the skin tones,
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every skin tone, doesn't go past that.
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area right so it sits somewhere in
between 75 and zero percent saturation
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that is the absolute most saturated part
of the skin tones right because the
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saturation for let's say um just one
skin tone let's grab a skin tone here
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say actually reset this let's just scrub
this skin tone right
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just isolate here real quick and we can
see that it's a range right it's not
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just one amount of saturation there's
low saturation which is typically the
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brightest parts of the skin tone and
also the darker parts of the skin tone
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then like the main body of the skin tone
probably the most saturated area that's
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what you can see here it's not always
one saturation value it's a range right
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this is in terms of primary adjustments
in terms of setting a good foundation
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for then later on creating your look
right if you're creating like a a really
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bright saturated commercial look like
you might find your skin sounds a little
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you know more saturated than this right
it just depends on what type of story or
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what type of emotion you're trying to
convey through your color There's a link
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to this image in the description of this
video if you're interested in
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downloading it and bringing it into
Dimitri Resolve and taking a look at it
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yourself. So the second thing I wanted
to go over is node placement.
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And this is a common question with a lot
of beginners. The way a basic workflow
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for color grading is set up is you'll
have your primaries, you'll have your
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secondaries, you'll have your look
section, then you'll have maybe your OFX
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section, right?
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And then...
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if you're working in a scene referred
timeline where you're you know taking
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of your color management in your node
tree you may have a cst at the end and
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then sometimes you may be working with a
lot and you'll have that after your cst
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node this can vary it's not always like
this but this structure represents a lot
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of color grading workflows right and
then some colors may have a separate
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for everything in their primaries just
let each of these nodes represent
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whatever amount of individual nodes you
may have for each of these sections in
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your color grade so i place my skin
tones node right after my primaries node
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there are two reasons why i do this
number one is after your primaries node
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assuming you've done a good job on
setting your white balance you have a
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here with a true skin tone going on and
that makes it very easy for you to get a
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good mask with your qualifier if you
feel like you need to know once you
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adjusting secondary secondaries being
things like power windows or hsl
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adjustments it can be easy for you to
muddy up the signal and you know
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on your look you definitely will lose
your true skin tone here because that's
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when you start to introduce color cast
or split toning and things like that
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are going to muddy up your skin tones
and so you won't be able to make a clean
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selection downstream so if you keep your
skin tones out here you can avoid all
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of that The second reason is a bonus tip
that I'm going to share with you
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towards the end of the video. Alright,
so let's go ahead and get into the first
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topic, which is skin tones and white
balance.
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good white balance generally equals good
skin tones you can adjust the white
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balance of your shot using the skin
tones as the reference point and i'm
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to show you how to do that with the
temperature and thin controls which are
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most basic controls that you can use for
white balance so we're going to use
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this right here to see how white balance
and skin tones are related to each
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other got here my primaries node and
what i'll do is bring down my exposure
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Right as I mentioned earlier when we
were looking at the luminous ranges of
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tones I've got here a very fair skin
tone and that's being represented on my
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waveform here So I've got the brightest
part of her skin tone
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And we can see that these being the
brightest parts of the skin right
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we want to focus here on the face on the
shoulders so the brightest parts of her
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skin are right here this spot on her
forehead i can use that as a reference
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point for setting my exposure and i know
again like i showed you earlier in the
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video for fair skin tones the specular
highlights can sit somewhere between 70
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and 80 ire so i'm just going to keep
that somewhere around there and i'll
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that you know a little bit on the
brighter side So, you know, you don't
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really be so conscious of everything,
right? You can use one part of the skin
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tone knowing, okay, preferred skin tone,
the brightest part sits somewhere
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between 70 and 80 already. Just use that
as the anchor. And you can just trust
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that if you're using a macro adjustment,
which you should when you're adjusting
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primaries, you can trust that everything
else will just sort of fall into place.
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during your primary section you don't
want to get into breaking apart the
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you can also use your gain gamma lift
wheels these are pretty wide adjustments
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which do affect the entire image but for
example the gain wheel affects mainly
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the highlights the gamma wheel affects
mainly the mid zones and the lift wheel
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affects mainly the shadows but the lift
wheel does affect a little bit of the
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highlights vice versa the gain wheel
does affect a little bit of the shadows
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these also work for primaries but if you
can set a good foundation for your
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image with just the offset wheel, that's
generally a good practice.
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And now if I come over here to my
vectorscope, I'm going to turn on the
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indicator line again.
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I can see that my skin tones are very
yellow, right? You might have looked at
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this and thought, oh, well, the skin
tones look natural. But actually,
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little too yellow.
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If we were creating a look, then, you
know, maybe we could say subjectively
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skin tones are fine.
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right if we wanted to create a warm look
but because we're creating primaries
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and one of the purposes of adjusting
your primaries is to get good color
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separation we want to make sure that our
skin tones are sitting a little closer
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to this line so what we can do is come
over to the temperature control because
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we can see okay our skin tones are a
little too yellow so let's bring it
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blue we'll go too far and bring it back
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And you can see already, just with that
small adjustment, we can see this
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beautiful color separation, which
separates the subject from the
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And once I've done that, I might adjust
my tint.
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So there you go. We've adjusted the
primaries of our shot, just focusing on
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good exposure and good white balance.
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And our skin tones are taken care of
because we use the skin tones as the
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for adjusting those primaries. Skin
tones serve as a neutral.
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floating around a specific hue and in
the digital world that is this view here
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that's what this skin tone indicator
line represents the better your camera
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right the more dynamic range your camera
has the better it can capture the the
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little intricacies of the hues in the
skin tones if we go back to this image
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can see that we have some skin tones
that are a little bit more red and we
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some skin tones a little bit more yellow
and actually if we were to grab any of
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these skin tones and that's actually
let's grab a rain here
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right we can see that the skin tones
aren't completely on that line right we
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have slightly reddish deviation and
slightly yellowish deviations so this
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tone indicator line serves as a sort of
lighthouse to guide you to let you know
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more or less where your skin tones
should be From there, depending on the
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you're creating, you decide, okay, these
skin tones could be a little bit more
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yellow, maybe a little bit more red. It
also depends on what your client wants.
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I've had clients tell me, yeah, I want
the skin tones to sit a little bit more
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on the golden side, basically be a
little bit more yellowish. And I've had
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clients request that skin tones be a
little bit more reddish. I wanna show
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what would happen to this image if I
tried to line up the skin tones exactly
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this line, right? So I'll grab this
temperature slider.
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And I'll bring it down.
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And you can see that if I'm keeping to
these macro adjustments, which affect
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entire image, I can't really do that
because the skin tones have this sort of
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diagonal range in relation to the skin
tone indicator line. Considering this
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image that this is a daylight scene, I
would leave this maybe a little bit
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leaning more towards the yellow side.
When you're working with fresh skin
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they do generally tend to lean a little
bit more towards yellow.
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As I mentioned a little earlier, one of
the reasons and benefits for good
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primaries adjustments is getting good
color separation.
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This is important because if you want to
use the HSL qualifier to grab a mask of
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the skin tones, you're going to need
that color separation to get as clean of
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selection as possible.
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So just remember that when it comes to
skin tones, good white balance equals
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good skin tones.
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and you can sort of shoot two birds with
one stone some people think that you
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know you set your white balance first
and then you adjust the skin tones no
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can take care of both of them with a
good white balance adjustment now let's
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over how to get a good selection of the
skin tones using the hsl qualifier and
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we're going to do that with this shot
here if you're working with 8 -bit
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it's not recommended that you use the
hsl qualifier the hsl qualifier can very
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easily reveal artifacts that you have
going on in your image if you're working
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with 8 -bit footage that doesn't mean
you can't adjust your skin tones
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you just should not use a qualifier
here's how i would go about making a
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selection of my skin tone this image
here already has a good white balance
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just going to assume that we did a good
primaries adjustment so we'll just
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have here are skin tones now. So I make
a selection.
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If I select 58, that turns on this
highlight control here. And this is what
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generally do. I go down the HSL
qualifier and then I go to the matte
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section and then I go back to the HSL
ranges if that matte finesse didn't do
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for me. I'll select my skin tones and
then I'll come here to the hue and I'll
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bring down the width.
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until i remove basically everything that
is not the skin tones and i go as much
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as i can and then i'll bring it back and
because i know what i'm going to do
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here in the matte finesse i'm
comfortable leaving these little specks
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something else i might do is affect the
center and just try and make sure that
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I'm just selecting the skin tones,
right? And I might find that in moving
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center control here, I'm getting rid of
things like hair or other things and
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selecting more of the skin tones. So
generally in the hue range, I'm only
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working with the width and the center.
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Then I'll go to saturation and I'll go
to the low and I'll bring that up.
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Generally, you can't bring it up too
much without affecting the skin tones.
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And then I'll come here to the high and
I'll bring it down.
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When it comes to skin tones, as you
start to remove the more saturated
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you'll find that the areas that start to
get removed are like the inner parts of
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this ear here and things also like
around the eyes. So just keep an eye on
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parts so that you're not getting rid of
those sections.
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After that, I'll come over here to the
luminance and I'll see how far, you
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if I'm working with darker skin tones,
I'll make sure that I'm, you know,
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getting.
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That range in as well.
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You might see these sections like the
eyebrows and the eyes being lost That's
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fine because I don't want to select
those sections there this section down
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is like a little beard that The subject
has going on so I don't mind losing that
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at all. And again these little specs
here They're present in the skin tones.
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You'll see why I'm fine with them being
there and then I'll just grab this high
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and make sure that
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I've removed as much as possible be
careful with the high control in the
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luminance range because it can be very
easy to deselect the specular parts of
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the highlights and not see it right like
if I bring this down a little bit you
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can see how the the skin tone here in
the bright parts starts to become gray
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it can be easy to mistake that as like
oh that's just the bright part of the
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skin tones but then when you go to make
an adjustment
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I'll just make this drastic effect here.
You have these sections that you missed
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out on the mask and that down the line
can start to create some ugly artifacts.
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So just make sure that you're not
missing them in the high slider of the
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luminance range.
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Also, if you want like a slightly
different view, you can choose the black
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white highlight button and you'll be
able to see a black and white selection
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your mask. Some people may prefer this
over the other view.
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so after i've gone down the hue
saturation luminance ranges i'll go over
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matte finesse and this is generally what
i'll do i'll set the post filter to 0
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.1 and that applies just a very nice
overall softening and cleanup of the
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then i'll come over here to my denoise
and i'll set it to one anywhere from one
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to three or five depending on how far or
how close the subject is to the camera
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the closer the subject is to the camera
the more denoise i can add and then the
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farther it is the less you know that i
can add because the denoise is going to
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sort of take away some of the sharpness
and some of the precision of the mask
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and i don't want to do too much if the
subject is far away because the mask
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might become this blur and whatever
adjustments i'm creating to the skin
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might start to see it in areas around
the skin tones after that i'll come up
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here to the clean white
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and what this is doing is it's taking
the selection you made here and it's
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removing the little parts remember those
little sections that were here present
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in the in the skin tone actually i'll
turn off the post filter and the denoise
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so you can see that a lot better these
little bits here it basically cleans
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up and so i'll just bring up the clean
white until those are gone and then the
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clean black creates a similar effect but
in everything that you didn't use
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And I'll turn on these as well.
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And there you go. So four controls.
Pulse filter, denoise, clean white, and
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clean black.
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You can use the other ones. Do check out
the DaVinci Resolve manual to read more
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on what these other controls do in the
matte finish section. You can get a
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really good clean selection with just
these four controls.
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if i find that these four controls
didn't do it for me and in this case
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i'll go back into the hue saturation
luminance sliders and further refine
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selection so the hsl qualifier is a
great way to grab the selection of your
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tones but you can also use the 3d
qualifier and let's go over how to use
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real quickly when i reset the selection
In the 3D qualifier, you also have the
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same matte finesse tools that you do in
the HSL qualifier. So you can apply the
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same workflow that I showed you earlier
with the 3D qualifier as well. In the 3D
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qualifier, you have four modes that you
can use. And they basically behave
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differently when you're selecting a
certain tone.
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The soft mode provides a nice fall off,
a nice soft edge. And this is the one I
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recommend. But you can also use the
other ones if you feel you like the
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it gives you. This is flat.
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This is tight. Tight is a very strict.
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selection whatever hue you select it's
only going to select that hue it's not
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going to create a smooth selection but
if the conditions are right you can use
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this to be very precise and then go in
and finesse that selection the luma mode
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is the same as just using the luminance
slider in the hsl qualifier it's only
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going to target specific luminance
ranges For skin tones, I recommend soft,
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experiment with the flat and tight modes
to see if you like how they behave.
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So for the soft, you can just come in
here and grab the range of the skin
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and then use the post filter, denoise,
clean white and clean black adjustments
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like I showed you earlier to further
clean that up. And these are the
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here that you can use to further refine
the selection.
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This button here is the chroma
tolerance.
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And if you click and you drag to the
left or the right, it basically expands
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contracts the range of the colors that
you selected. This control here is the
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chroma softness. So if you click and
drag it, you're changing the sensitivity
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similar colors. And it also helps in a
soft selection or a hard cutoff for that
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00:21:00,090 --> 00:21:04,030
selection. So if you look here at this
square, you can see that you basically
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have the color wheel. And so if we move
up this way, we have red. If we move
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this way, we have yellow. If we move
this way, we have green, cyan.
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blue magenta if you move this to the
left and right you're moving the
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this way right and i'll just show you
okay and then the y control does the
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00:21:21,380 --> 00:21:26,300
thing but it's moving up and down right
because this is the color wheel and it's
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the same color wheel which the
vectorscope represents this is the warm
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00:21:29,440 --> 00:21:33,860
of the color wheel if this is the center
right we've got our skin tone selection
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right here to the top left and that
lines up well with what the vectorscope
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shows you so this control here is the
angle and what it basically does is it
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sort of works like the hue right where
if you grab this view and it rotates
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00:21:45,700 --> 00:21:52,400
around like that it's creating a similar
movement right but
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it's not the hue that's pivoting around
it's the selection if the skin tones
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let's say were a little bit more yellow
deviated then you can swing it to the
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left skin tones were a little bit more
red deviated and you wanted to select
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that you can swing it to the right this
low control here expands or contracts
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the darker areas of the skin tone this
area here particularly because we have a
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subject here with dark skin tones we can
use that to bring those areas back and
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then vice versa this high control here
does the same thing but for the bright
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00:22:22,870 --> 00:22:27,730
parts of the skin tones the low soft and
the high soft controls basically soften
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the selection of the skin tones so these
are the tools that are available for
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you to use with the re -qualifier you
might find that it gives you a much
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selection in some scenarios than the hsl
qualifier all of the techniques all of
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the tips i'm going to give you when
adjusting skin tones in the rest of this
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00:22:43,150 --> 00:22:47,710
video you can combine with a qualifier
if you need to be very precise and then
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if you need to or if you want to take
that selection further you can add a
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00:22:52,540 --> 00:22:56,260
window selection along with your
qualifier selection if you need that
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now let's look at how to adjust the skin
tones using the hsl curves using the
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hsl curves is one of the easiest and
simplest ways of adjusting your skin
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mathematically it is the smoothest it
can be pretty precise but not always as
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precise as combining obviously with the
qualifier The three main curves that you
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would use are the hue versus hue, the
hue versus sat, and the hue versus
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luminance curve. In the hue versus hue
curve, you would adjust the hue of the
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skin tones. In the hue versus sat, you
would adjust the saturation of the skin
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tones. And in the hue versus luminance
curve, you would adjust the value or the
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brightness of the skin tones. We're
going to go through each one of these
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individually. If you don't see this
histogram here in the background of your
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curves, you can come up here to the
menu, go to histograms, and turn on
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And then that'll show you the hues that
are present.
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in the HSL curves and it'll help you to
make more precise selects before I do
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that let me adjust this image real quick
here's a quick tip for you if you have
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an image like this where you know
naturally the tones are a little muted
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you're having a hard time sort of
gauging the white balance obviously your
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00:24:00,010 --> 00:24:04,210
vectorscope is your best friend it can
guide you in making sure that things are
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00:24:04,210 --> 00:24:07,350
balanced but if you want to get a better
gauge for it you can boost the
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00:24:07,350 --> 00:24:08,350
saturation
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00:24:10,190 --> 00:24:14,310
and then as you're adjusting your white
balance you'll have a better view of
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00:24:14,310 --> 00:24:20,190
like okay oh this is too magenta this is
too green there you go let's say that's
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00:24:20,190 --> 00:24:23,870
good okay now bring down my saturation
to a level that i think is good for
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00:24:23,870 --> 00:24:29,710
primaries and that's good there so now
i'm going to
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make my
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00:24:32,639 --> 00:24:36,940
skin tone adjustments, right? So if
you're working with 8 -bit footage, the
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00:24:36,940 --> 00:24:40,120
curves are how you generally want to go
about adjusting the skin tones.
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00:24:40,320 --> 00:24:44,560
In the hue versus hue curve, I can see
all the hues that are now present in my
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00:24:44,560 --> 00:24:49,220
image. And the HSL curves all come with
these six vector presets.
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00:24:49,500 --> 00:24:53,220
If you select them, they create anchors,
which you can use to affect the six
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00:24:53,220 --> 00:24:57,500
main hues. I just want to create an
anchor for all of those hues. And I can
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00:24:57,500 --> 00:25:00,800
create custom anchors by going anywhere
on the curve and then just adding an
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00:25:00,800 --> 00:25:01,800
anchor.
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00:25:02,220 --> 00:25:06,460
come down here let's say i wanted to
select these blues if i just click it's
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00:25:06,460 --> 00:25:09,760
going to bring down the entire image and
i don't want to do that so hold down
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00:25:09,760 --> 00:25:14,400
shift and go to the hue that's present
and it'll create an anchor without any
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00:25:14,400 --> 00:25:18,520
hue rotation applied to it so i just
want to set an anchor for all that and
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00:25:18,520 --> 00:25:20,980
i've got an anchor for my skin tones
which i can use
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00:25:21,800 --> 00:25:26,760
to adjust the feel of the skin tones and
i've protected all the other colors in
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00:25:26,760 --> 00:25:31,280
the shot so i won't be affecting them as
i affect the skin tones not only that
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00:25:31,280 --> 00:25:37,220
i'm keeping everything flexible you
don't need to be so precise always right
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00:25:37,220 --> 00:25:41,780
course you can be but you don't need to
be so let's say these are my skin tones
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00:25:41,780 --> 00:25:46,140
if i come here and make my anchor for
the skin tones you know if i if i go
384
00:25:46,140 --> 00:25:50,440
away and make one selection here and
then let's say you know i brought in
385
00:25:50,440 --> 00:25:55,140
anchor here by the way you can move the
hue that the anchor is targeting here in
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00:25:55,140 --> 00:25:59,260
the input hue control and that's where i
really like really wanted to target
387
00:25:59,260 --> 00:26:02,900
just the skin you could do that and
obviously if you're working with 10 -bit
388
00:26:02,900 --> 00:26:05,820
footage you'll be able to get away with
it but if you're working with 8 -bit
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00:26:05,820 --> 00:26:10,660
footage keeping these boundary anchors a
little wide can help you to make the
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00:26:10,660 --> 00:26:14,140
color change a lot smoother and it might
even give you a little bit more
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00:26:14,140 --> 00:26:16,000
flexibility when adjusting the skin
tones
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00:26:17,200 --> 00:26:20,740
And you can see that here, I'm going to
move this really drastically to see
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00:26:20,740 --> 00:26:26,460
like, okay, I've really restricted the
hues that I'm selecting here. And now
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00:26:26,460 --> 00:26:30,780
getting like these blotches, these areas
where I am affecting and all these
395
00:26:30,780 --> 00:26:33,640
other areas that I'm not affecting. But
like, let's say I remove these
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00:26:33,640 --> 00:26:37,940
boundaries, right? And I'll bring this
back out to just protect that yellow.
397
00:26:39,860 --> 00:26:44,080
Now I'm affecting most of the skin tone.
Try and keep it as open as you can.
398
00:26:44,560 --> 00:26:48,220
okay and that'll help you to make
smoother selections something else i
399
00:26:48,220 --> 00:26:52,980
mention here is we can see this area
here that's not being selected what we
400
00:26:52,980 --> 00:26:57,940
see is that this part of the skin tone
is a little yellow so what's happening
401
00:26:57,940 --> 00:27:02,640
here well number one is that maybe our
skin was a little too yellow so we can
402
00:27:02,640 --> 00:27:08,780
come in here and either cool it down or
bring it towards magenta right because
403
00:27:08,780 --> 00:27:13,380
on the color wheel obviously the
opposite of yellow is blue so that takes
404
00:27:13,380 --> 00:27:18,480
away from yellow but magenta also puts
you away from yellow so as you're going
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00:27:18,480 --> 00:27:23,480
through uh your image little things like
this might point out to you like hey
406
00:27:23,480 --> 00:27:29,180
you need to go back right and fix this
you know maybe it works right maybe the
407
00:27:29,180 --> 00:27:32,860
the subject is somewhere where there's
some yellow being reflected into her
408
00:27:32,860 --> 00:27:37,140
and like okay it's just natural then i
think that's the case here you know the
409
00:27:37,140 --> 00:27:40,680
skin tone just has a little bit of these
like greenish parts because you have
410
00:27:40,680 --> 00:27:44,620
all this green being reflected on your
skin and so that's fine but i just
411
00:27:44,620 --> 00:27:48,300
to mention that real quick so that's it
in terms of making a good selection for
412
00:27:48,300 --> 00:27:52,340
this image i don't feel i need to adjust
the saturation or the luminance but if
413
00:27:52,340 --> 00:27:53,340
you wanted to
414
00:27:53,800 --> 00:27:57,880
you could use these curves exactly for
that and you can come in here and just
415
00:27:57,880 --> 00:28:02,880
the saturation you can lower it all the
way and you can bring it up as well in a
416
00:28:02,880 --> 00:28:06,900
scenario like this where the subject
this or in this case skin tone doesn't
417
00:28:06,900 --> 00:28:10,840
like a similar color around it for
example like here it has this neutral
418
00:28:10,840 --> 00:28:15,960
stone wall can be easy to you know make
the selection a lot more white on a shot
419
00:28:15,960 --> 00:28:22,040
like this where the background is like
skin tone as well this tool might be a
420
00:28:22,040 --> 00:28:26,100
little hard to use so that's the easiest
and simplest way to adjust the skin
421
00:28:26,100 --> 00:28:30,120
tones is by using the hsl curves a
couple tips i want to give you the hue
422
00:28:30,120 --> 00:28:35,120
luminance curve can be very easily start
to create some ugly artifacts so if i
423
00:28:35,120 --> 00:28:39,180
bring down the skin in this case here
you know i'm working with a red uh
424
00:28:39,180 --> 00:28:43,700
so it's not doing you know it's bringing
down the value of my skin tones kind of
425
00:28:43,700 --> 00:28:48,200
nicely but look at what's happening here
to these flowers right i'm bringing
426
00:28:48,200 --> 00:28:49,200
down the luminance
427
00:28:50,090 --> 00:28:54,150
And it's sort of making them a little
ugly. So just be careful. In some shots,
428
00:28:54,330 --> 00:28:59,310
this hue versus luminance curve doesn't
tend to work as nicely as the hue versus
429
00:28:59,310 --> 00:29:04,010
sat curve and the hue versus hue curve.
So just keep that in mind. What I prefer
430
00:29:04,010 --> 00:29:08,950
to do in this case is if I'm combining
the HSL curves with the qualifier, you
431
00:29:08,950 --> 00:29:12,570
can come over here to the saturation
versus saturation curve or the
432
00:29:12,570 --> 00:29:13,630
versus luminance curve.
433
00:29:15,450 --> 00:29:17,250
And you can add density.
434
00:29:18,010 --> 00:29:23,630
what this curve basically does is it
takes the most saturated parts of
435
00:29:23,630 --> 00:29:28,890
you're affecting you know in this case
here let me turn this off right if i
436
00:29:28,890 --> 00:29:32,810
use this curve i'm bringing down the
value or the brightness of the most
437
00:29:32,810 --> 00:29:38,710
saturated parts of the image so if i'm
combining you know the hsl curves with a
438
00:29:38,710 --> 00:29:43,330
qualifier adjustment let's just make a
quick selection here let's get rid of
439
00:29:43,330 --> 00:29:44,330
these screens
440
00:29:45,840 --> 00:29:50,660
and the lips a little bit let's just
keep it very simple you know i'm
441
00:29:50,660 --> 00:29:56,560
the luminance and it's a little bit less
intense than the hue versus luminance
442
00:29:56,560 --> 00:29:59,700
because here you're just taking
everything that is that hue you're just
443
00:29:59,700 --> 00:30:04,590
it down whereas if you come in here
you're only going to bring down the most
444
00:30:04,590 --> 00:30:07,790
saturated parts of the skin tone it's
going to be a great way sometimes you
445
00:30:07,790 --> 00:30:11,530
these hot spots of saturation here like
in the ear or some parts of the skin
446
00:30:11,530 --> 00:30:15,050
like sometimes you have reddish blotches
on the skin this is one way that you
447
00:30:15,050 --> 00:30:18,960
can clean them up so just a couple tips
for you there now let's take a look at
448
00:30:18,960 --> 00:30:22,460
how to affect the skin tones with the
new color slice tool inside of davinci
449
00:30:22,460 --> 00:30:26,940
resolve the color slice tool is great
because davinci resolve has created a
450
00:30:26,940 --> 00:30:30,540
section for skin tones already so you
don't have to worry about making a
451
00:30:30,540 --> 00:30:34,280
selection if you're working with 8 -bit
footage and you can't use the qualifier
452
00:30:34,280 --> 00:30:38,440
you can come in here to the color slice
tool and use the skin tone section i
453
00:30:38,440 --> 00:30:41,540
would say this is the most efficient way
to adjust skin tones because you have
454
00:30:41,540 --> 00:30:44,720
this section that's set up for you so
i'm just going to quickly explain the
455
00:30:44,720 --> 00:30:48,760
controls here in that you'll just
understand how to use this to adjust the
456
00:30:48,760 --> 00:30:52,860
tone so this button here is the
highlight preview button and if you
457
00:30:52,860 --> 00:30:57,060
hold it it'll show you the selection of
the skin tones if you want to hold that
458
00:30:57,060 --> 00:31:00,760
highlight view and see that selection
while you adjust the selection here in
459
00:31:00,760 --> 00:31:04,040
center control you can hold down shift 8
and now you can come into the center
460
00:31:04,040 --> 00:31:08,840
control and make adjustments to that
selection if in your primaries you did a
461
00:31:08,840 --> 00:31:12,940
good job with white balance then you'll
find that the selection that the skin
462
00:31:12,940 --> 00:31:17,100
slice is making automatically will be
much better and if the selection is off
463
00:31:17,100 --> 00:31:21,300
say for example like the white balance
of the shot is pretty fair but let's say
464
00:31:21,300 --> 00:31:26,860
there was like uh like a yellowish maybe
i don't know let's say it was too cool
465
00:31:26,860 --> 00:31:27,860
or something like that
466
00:31:28,410 --> 00:31:31,610
and you come in here to the color slice
tool when you go to grab your selection
467
00:31:31,610 --> 00:31:34,970
or preview it you'll see like oh you
know a lot of my skin tone is not
468
00:31:34,970 --> 00:31:38,710
use that as an indicator that your white
balance is probably a little off here
469
00:31:38,710 --> 00:31:43,110
in the few controls where you adjust the
actual color of the skin tone and we
470
00:31:43,110 --> 00:31:46,970
can see that i'm also affecting other
hues in the shot that are similar to
471
00:31:46,970 --> 00:31:51,550
tone you can combine the color slice
tool with a qualifier or with the power
472
00:31:51,550 --> 00:31:55,250
window to be more specific about the
skin tone so that you're not affecting
473
00:31:55,250 --> 00:31:58,920
other parts of the image Down here, we
have two sliders. This slider here on
474
00:31:58,920 --> 00:32:01,900
left controls the density, and this
slider here on the right controls the
475
00:32:01,900 --> 00:32:05,480
saturation. If we grab this density
control and we bring it up, we can see
476
00:32:05,480 --> 00:32:08,960
we're making the skin tones darker.
We're adding density to the skin tones.
477
00:32:09,280 --> 00:32:13,480
And if we bring it down, we're removing
density, and we're actually adding a
478
00:32:13,480 --> 00:32:14,900
little bit of saturation to the skin
tones.
479
00:32:15,120 --> 00:32:18,820
If you're creating commercial looks and
you want to give a quick pop to your
480
00:32:18,820 --> 00:32:20,880
skin tones, this is a quick way to do
it.
481
00:32:21,160 --> 00:32:25,500
the density control is not only
affecting the value of the skin tones
482
00:32:25,500 --> 00:32:30,100
adjusting the luminance of the more
saturated colors so it's not just taking
483
00:32:30,100 --> 00:32:34,540
skin tones view and bringing it down
First, it's taking the most saturated
484
00:32:34,540 --> 00:32:38,000
of the skin tone and then bringing it
down. After you've brought down the
485
00:32:38,000 --> 00:32:41,260
density slider for that, you know, it's
brightening up the skin tone. So it's
486
00:32:41,260 --> 00:32:44,400
increasing the luminance, but it is
increasing the saturation a little bit.
487
00:32:44,400 --> 00:32:47,780
you can just mitigate that by coming
here to the saturation slider and
488
00:32:47,780 --> 00:32:48,319
it down.
489
00:32:48,320 --> 00:32:51,960
And then the saturation slider is nice
because it's also working in a more
490
00:32:51,960 --> 00:32:55,780
intuitive way and a more aesthetically
pleasing way. It's saturating your skin
491
00:32:55,780 --> 00:33:00,300
tones without them becoming unnaturally
bright. So a good example of that is,
492
00:33:00,440 --> 00:33:06,820
I'll come in here and sneak. quick
selection my skin keep it very simple if
493
00:33:06,820 --> 00:33:10,900
come in here to the primaries palette
and i grab my saturation and i bring
494
00:33:10,900 --> 00:33:14,540
up you can see how like it gets a little
brighter it's very digital right you
495
00:33:14,540 --> 00:33:19,160
can tell like this is unnatural but if i
do that in the skin slice here and i
496
00:33:19,160 --> 00:33:20,160
bring it up
497
00:33:20,320 --> 00:33:23,600
it's not as bright, right? It keeps that
density. Yes, this is way too
498
00:33:23,600 --> 00:33:27,160
oversaturated. The skin tones did not
get that much brighter. And that's how
499
00:33:27,160 --> 00:33:30,820
can use the skin slice inside of the
color slice tool in DaVinci Resolve to
500
00:33:30,820 --> 00:33:31,820
adjust your skin tones.
501
00:33:32,040 --> 00:33:34,920
any of these techniques that i'm showing
you all of these approaches you know
502
00:33:34,920 --> 00:33:38,620
whether you're using the hsl curves
whether you're using the color slice
503
00:33:38,620 --> 00:33:43,260
you decide which tool you want to use
when you're at a part in your color
504
00:33:43,260 --> 00:33:46,540
where you want to adjust the skin tones
you can use any of these tools to go
505
00:33:46,540 --> 00:33:50,380
about it i'm excited to show you this
next way to approach the skin tones it's
506
00:33:50,380 --> 00:33:53,880
great for commercial looks where
sometimes clients ask you for a really
507
00:33:53,880 --> 00:33:58,260
consistent pure skin tone and it's a
great technique to know and that is how
508
00:33:58,260 --> 00:34:02,370
use the color compressor with your skin
tones so i have this shot here which
509
00:34:02,370 --> 00:34:05,650
i'll be using for this technique and
let's go ahead and set up our node tree
510
00:34:05,650 --> 00:34:11,610
real quick in the skin tones node i'm
going to create my selection this is a
511
00:34:11,610 --> 00:34:15,150
technique that you have to combine with
the qualifier so here in the skin tones
512
00:34:15,150 --> 00:34:18,550
node i'm going to grab my selection in
this node here the compressor node is
513
00:34:18,550 --> 00:34:24,850
where i'm going to add my color
compressor and then we'll get to this
514
00:34:24,850 --> 00:34:27,389
going to go into my primaries just make
some basic adjustments
515
00:34:29,610 --> 00:34:33,290
I'm just going to focus here on the skin
tones.
516
00:34:33,630 --> 00:34:38,690
So I'll come in here, bring it down. I'm
going to bring my saturation up.
517
00:34:39,610 --> 00:34:40,710
I'm going to zoom out here.
518
00:34:41,429 --> 00:34:43,989
Bring my saturation up and bring it
back.
519
00:34:46,460 --> 00:34:51,739
And I find that my skin tones are
looking good. If you're in the middle of
520
00:34:51,739 --> 00:34:55,960
primaries, using the display qualifier
focus, having that turned on can really
521
00:34:55,960 --> 00:34:57,720
help you to gauge the white balance as
well.
522
00:34:57,980 --> 00:35:02,240
Use anchor spots like the forehead, the
cheek, parts of the cheek, right?
523
00:35:02,300 --> 00:35:05,040
Because sometimes subjects like females
may have blood.
524
00:35:05,400 --> 00:35:09,780
and that may confuse you you might put
the qualifier over the blush and think
525
00:35:09,780 --> 00:35:13,180
no my skin tones are too red and then
you'll go to compensate that and then
526
00:35:13,180 --> 00:35:17,640
you're just way off right so use uh sort
of more neutral areas of the skin like
527
00:35:17,640 --> 00:35:21,100
the forehead to help you gauge whether
or not you're balanced as you move
528
00:35:21,100 --> 00:35:24,960
through the skin tones you'll find that
the display qualifier focus is sort of
529
00:35:24,960 --> 00:35:29,720
dancing around let me zoom in here so
you can really see the circle as long as
530
00:35:29,720 --> 00:35:33,660
that skin tone indicator line is
splitting that circle in half right it's
531
00:35:33,660 --> 00:35:37,340
down the middle basically it means that
your skin tone is on average on that
532
00:35:37,340 --> 00:35:41,800
line which means your balance in this
case i feel like it's dancing a little
533
00:35:41,800 --> 00:35:45,860
more towards the reddish magenta side so
i'm just going to add a little bit more
534
00:35:45,860 --> 00:35:52,260
green and liking that there okay i might
increase my
535
00:35:52,260 --> 00:35:55,920
contrast control right under the hood of
the
536
00:35:56,830 --> 00:36:01,410
Resolve Color Managed Timeline. My
timeline color space is set to DaVinci
537
00:36:01,410 --> 00:36:06,610
Gamut and middle gray for DaVinci Wide
Gamut is 0 .336 here in the pivot. So I
538
00:36:06,610 --> 00:36:12,690
want for primaries, my contrast to pivot
around middle gray. So I'm going to set
539
00:36:12,690 --> 00:36:14,710
that and just boost my contrast a little
bit.
540
00:36:16,490 --> 00:36:20,610
And that's creating some very nice
separation here in our subject between
541
00:36:20,610 --> 00:36:25,210
hair and the skin tone. And that's going
to come in handy when we go to make our
542
00:36:25,210 --> 00:36:26,210
selection.
543
00:36:27,870 --> 00:36:28,870
And that's good there.
544
00:36:29,090 --> 00:36:33,130
So there you go. Now I've got a balanced
image and I'm ready to make my
545
00:36:33,130 --> 00:36:36,950
selection. So I'm going to come over
here into the HSL qualifier and I'm
546
00:36:36,950 --> 00:36:39,870
to grab my skin tone. I'm going to hit
shift H to see my selection.
547
00:36:40,230 --> 00:36:43,650
And using the same flow I showed you
earlier, we're going to come into the
548
00:36:43,650 --> 00:36:44,650
width.
549
00:36:44,790 --> 00:36:46,230
Put me down all the way.
550
00:36:46,530 --> 00:36:51,530
Because the lips are redder than the
rest of the face, if you've got a good
551
00:36:51,530 --> 00:36:54,890
white balance on, you should find that
the lips are removed first.
552
00:36:55,520 --> 00:37:00,100
but if you are grabbing this width and
bringing it down and removing and you
553
00:37:00,100 --> 00:37:03,240
start to see that parts of the face
start to get removed along with the lips
554
00:37:03,240 --> 00:37:09,960
then come over here to the center and
move around until the
555
00:37:09,960 --> 00:37:14,060
lips are still being removed but the
skin is no longer being removed or much
556
00:37:14,060 --> 00:37:19,980
less so to a greater lesser degree we
can leave that there for now we can
557
00:37:19,980 --> 00:37:22,640
finesse this some more then i'll come
down here to the saturation
558
00:37:25,100 --> 00:37:26,640
Then I'll come over to the Luminance.
559
00:37:29,060 --> 00:37:32,220
Okay, now that I've done that, I've set
like a good foundation for my selection.
560
00:37:32,320 --> 00:37:33,320
I'll come in here.
561
00:37:33,380 --> 00:37:35,180
I'll set the post filter to 0 .1.
562
00:37:36,360 --> 00:37:37,900
I'll increase my denoise.
563
00:37:39,060 --> 00:37:40,320
Put it around 3.
564
00:37:40,640 --> 00:37:42,040
Then I'll grab my clean white.
565
00:37:43,360 --> 00:37:45,060
And I'll clean up my selection.
566
00:37:46,820 --> 00:37:49,820
Then I'll grab my clean black and really
bring that up.
567
00:37:54,920 --> 00:37:58,800
i'm trying to get rid of the lips here i
don't want this compressor effect to
568
00:37:58,800 --> 00:38:03,520
affect lips this is a good instance
where you might find man i'm really
569
00:38:03,520 --> 00:38:07,300
so much time here trying to get rid of
this red two things you can do number
570
00:38:07,300 --> 00:38:11,140
again go back to your white balance to
see if maybe i can remove some red here
571
00:38:11,140 --> 00:38:17,280
or some magenta maybe that's the cause
of being unable to get that clean
572
00:38:17,280 --> 00:38:20,660
selections because your color separation
is off another way to say your color
573
00:38:20,660 --> 00:38:25,220
separation is off is to say your white
balance is off so go back to the skin
574
00:38:25,220 --> 00:38:29,900
if we maybe try and finish that a little
bit more you know we can see okay i can
575
00:38:29,900 --> 00:38:33,340
choose a little bit more of the red
without affecting too much of the skin
576
00:38:33,340 --> 00:38:37,700
if you're having to to work it too much
you might try a different tool
577
00:38:37,700 --> 00:38:44,180
and then come over here to the
578
00:38:44,180 --> 00:38:49,180
picker add tool and then you'll be able
to add to that selection so we'll go
579
00:38:49,180 --> 00:38:53,780
down the sneak and there you go now you
can see that we've got the skin tone and
580
00:38:53,780 --> 00:38:58,540
we're not affecting the the lips right
so that's a good example where the hsl
581
00:38:58,540 --> 00:39:03,180
tool works fine but there might be
another tool that works better for a
582
00:39:03,180 --> 00:39:09,780
shot from here i might just go into my
black a little bit
583
00:39:09,780 --> 00:39:15,940
and then i might want to move away from
yellow a bit
584
00:39:15,940 --> 00:39:21,940
and there you go we've got a good
selection what i might also do here
585
00:39:21,940 --> 00:39:28,750
this scene is sort of calling for it is
I would add a R windows around her
586
00:39:28,750 --> 00:39:29,750
face.
587
00:39:31,570 --> 00:39:34,890
I'm going to keep this just very simple.
Let's pretend that this is nice and
588
00:39:34,890 --> 00:39:40,190
tracked. So now I've got my skin tone
selected and let me show you how this
589
00:39:40,190 --> 00:39:44,030
compressor works now. So I'm going to
open my effects panel here. What the
590
00:39:44,030 --> 00:39:48,550
compressor does is after you set a
target color, and in this case here, I'm
591
00:39:48,550 --> 00:39:50,750
going to select this preset that I have
here.
592
00:39:51,680 --> 00:39:56,080
By default, I think you might find
yourself here in the RGB sliders or the
593
00:39:56,080 --> 00:40:00,580
grayscale sliders. Come up here to this
menu and select HSB sliders. And then in
594
00:40:00,580 --> 00:40:04,340
the context of skin tone, the hue that
you want to set it at is going to be
595
00:40:04,340 --> 00:40:09,080
somewhere between 18 degrees or 25
degrees. And then once you've selected
596
00:40:09,080 --> 00:40:14,580
hue, you can click here and drag and
save that as a preset so that in the
597
00:40:14,580 --> 00:40:18,420
future, you're not having to set those
values every time. So I'll hit OK. And
598
00:40:18,420 --> 00:40:19,660
then now let me show you what's
happening.
599
00:40:20,090 --> 00:40:26,930
If I grab this compressed hue and I
bring it all the way, it takes all the
600
00:40:26,930 --> 00:40:29,870
and it compresses them into that one
hue.
601
00:40:30,630 --> 00:40:34,810
If I go back to the target color and I
affect the hue, if I remove this to
602
00:40:34,810 --> 00:40:37,710
yellow, it would take everything and
compress it towards yellow.
603
00:40:37,990 --> 00:40:41,550
If I were to take everything and
compress it towards cyan, it would do
604
00:40:41,550 --> 00:40:42,448
the entire image.
605
00:40:42,450 --> 00:40:47,150
What you could do is compress all the
way and then come in here to the hue.
606
00:40:47,550 --> 00:40:50,290
You know, you can really be more
specific, right? You can line this up in
607
00:40:50,290 --> 00:40:54,090
middle and say, I want my skin tones to
be right on that line, right?
608
00:40:54,810 --> 00:40:59,730
Or you can go, okay, I want my skin
tones to be slightly red. I want my skin
609
00:40:59,730 --> 00:41:03,030
tones to be slightly yellow, right? You
make that decision based on what your
610
00:41:03,030 --> 00:41:06,630
project needs. For this case here, I'll
just set it to somewhere like in the
611
00:41:06,630 --> 00:41:12,650
middle, maybe slightly a little bit
yellow, right? Up here in the more
612
00:41:12,650 --> 00:41:15,530
parts. And that's, in this case here, 20
degrees.
613
00:41:16,520 --> 00:41:17,520
So I'll hit OK.
614
00:41:17,920 --> 00:41:22,340
And obviously, if you set compress cue
all the way, you're compressing
615
00:41:22,340 --> 00:41:26,340
everything. I'm going to reset this. The
reason I was affecting the entire shot
616
00:41:26,340 --> 00:41:32,480
is because I haven't linked up my mask
to this. So what you want to do is grab
617
00:41:32,480 --> 00:41:35,500
the selection from the skin tones node
and bring it in here.
618
00:41:35,920 --> 00:41:39,860
i like this two node setup you can use
the color compressor in the same node
619
00:41:39,860 --> 00:41:43,300
where you made the selection that's just
going to be up to you what you want to
620
00:41:43,300 --> 00:41:47,260
do so now that i've got this mask here
in this color compressor i'm going to
621
00:41:47,260 --> 00:41:50,800
grab the compress hue control i'm going
to bring it in and if you look at the
622
00:41:50,800 --> 00:41:55,240
vectorscope you can start to see what's
going on right i'm up all the way now my
623
00:41:55,240 --> 00:41:59,780
skin tones are just living on that line
right and depending on that shot it may
624
00:41:59,780 --> 00:42:05,930
look good it may not look good here it
is before and after right and you can
625
00:42:05,930 --> 00:42:11,890
it's just affecting the hue so we have
down here like these slightly yellowish
626
00:42:11,890 --> 00:42:16,230
parts and now they're no longer yellow
they are that true skin color what i do
627
00:42:16,230 --> 00:42:21,210
recommend is setting this somewhere
around 0 .5 0 .6 and that'll bring in
628
00:42:21,210 --> 00:42:25,790
skin tone a lot right if i hit the state
that'll bring in the skin tones a lot
629
00:42:25,790 --> 00:42:30,090
here are the skin tones without this
effect right go somewhere over here with
630
00:42:30,090 --> 00:42:31,090
some bright spots
631
00:42:31,440 --> 00:42:34,160
here are all the skin tones if i bring
this up all the way it's going to be
632
00:42:34,160 --> 00:42:38,440
really strict and again this may or may
not look good depending on the shot i
633
00:42:38,440 --> 00:42:42,060
think a good somewhere in the middle is
a good place to start and then you
634
00:42:42,060 --> 00:42:45,840
decide from there like okay too much or
that's good enough look at that effect
635
00:42:45,840 --> 00:42:51,480
like just nice even skin tone and then
from there if you wanted to you know
636
00:42:52,090 --> 00:42:55,950
affect saturation smooth out saturation
then you can go in and combine different
637
00:42:55,950 --> 00:42:59,110
techniques like that saturation with the
saturation curve that i showed you
638
00:42:59,110 --> 00:43:03,810
earlier when you grab the most saturated
parts and you bring them down and then
639
00:43:03,810 --> 00:43:08,970
that can help to you know take care of
those those problem spots and now look
640
00:43:08,970 --> 00:43:15,730
this nice skin tone that we've got going
on no more of those uh yellow
641
00:43:15,730 --> 00:43:20,640
blotchy parts it's looking very nice so
that's the pro technique if you're
642
00:43:20,640 --> 00:43:23,640
looking for that effect this is how you
do it if you have a client that is
643
00:43:23,640 --> 00:43:27,600
really you know big on skin tones and
the skin tones need to be perfect this
644
00:43:27,600 --> 00:43:31,680
the technique that you want to use now
let's go over skin tones in the context
645
00:43:31,680 --> 00:43:35,180
of look development i want to share with
you guys some tips that you can keep in
646
00:43:35,180 --> 00:43:39,980
mind when you're in the look development
section of your grade and you're having
647
00:43:39,980 --> 00:43:43,900
to keep in mind what's going on with
your skin tones and we're going to use
648
00:43:43,900 --> 00:43:48,060
shot for that and we're also going to
use my kd3 power grade you do not need
649
00:43:48,060 --> 00:43:51,680
power grade for this all these
techniques everything i'm going to
650
00:43:51,680 --> 00:43:55,620
this section you can use with any other
power grade or any node structure that
651
00:43:55,620 --> 00:43:59,100
you have going on as part of your look
development so i've got my power grid
652
00:43:59,100 --> 00:44:02,880
applied i haven't done anything it's
just applying a nice kodak 2383 color
653
00:44:02,880 --> 00:44:09,780
aesthetic and i find actually that this
shot is pretty has a pretty good
654
00:44:09,780 --> 00:44:11,480
white balance going on i mean just
effect
655
00:44:12,740 --> 00:44:15,200
primaries a little bit. I'm going to
bring in some saturation.
656
00:44:17,500 --> 00:44:18,720
Just a tiny bit.
657
00:44:21,140 --> 00:44:27,560
And I might make this look a little
bit... I might introduce some green
658
00:44:30,060 --> 00:44:34,580
Yeah, that's good there. So my KG3 power
grade does have a look lab node.
659
00:44:34,940 --> 00:44:38,520
which is set up as a great workflow for
your look development. What I'm going to
660
00:44:38,520 --> 00:44:41,660
do is I'm going to remove that and I'm
just going to create new look notes,
661
00:44:41,760 --> 00:44:44,820
which I'll use to explain to you the
techniques that we're using.
662
00:44:45,040 --> 00:44:49,840
So in the context of look development,
your skin tones can make or break your
663
00:44:49,840 --> 00:44:54,560
look. You may hear in the color grading
world, you know, if your blacks are not
664
00:44:54,560 --> 00:44:58,960
black or your whites are not white, your
look is going to look terrible. A lot
665
00:44:58,960 --> 00:45:00,920
of the times it's the case, but not
always.
666
00:45:01,360 --> 00:45:05,340
there are many pro colorists who have
just a little bit of color in the blacks
667
00:45:05,340 --> 00:45:09,320
and it looks very beautiful and this is
a creative decision that very
668
00:45:09,320 --> 00:45:13,980
beautifully breaks outside of the
boundaries of these sort of
669
00:45:13,980 --> 00:45:17,280
that people have in their minds and the
skin tones can be thought of the same
670
00:45:17,280 --> 00:45:20,800
way when you're working on primaries
there's good practice to follow but once
671
00:45:20,800 --> 00:45:24,800
you're in the look development section
of your grade you can break outside of
672
00:45:24,800 --> 00:45:29,870
those limits we went over luminance
ranges or skin tones you know your
673
00:45:29,870 --> 00:45:34,350
skin tones don't have to be up here
between 50 and 80 re they can be a
674
00:45:34,350 --> 00:45:38,630
darker right maybe the scene calls for
it maybe the mood of the story what
675
00:45:38,630 --> 00:45:42,490
you're trying to express creatively
calls for it the first thing i want to
676
00:45:42,490 --> 00:45:46,410
about is split toning and here's a good
basic way that you want to go about
677
00:45:46,410 --> 00:45:50,290
creating good split tone which protects
your skin tones and so we are going to
678
00:45:50,290 --> 00:45:54,170
go into our curves palette here and what
you want to do is once you've
679
00:45:54,170 --> 00:45:58,070
established your primaries, right? You
have a good balanced skin tone. You
680
00:45:58,090 --> 00:46:01,390
if you're working with LUTs, you want to
make sure you apply that LUT.
681
00:46:01,590 --> 00:46:06,490
Ideally, you're buying good quality
LUTs. A characteristic of a good quality
682
00:46:06,490 --> 00:46:09,190
is that they protect your skin tones or
they keep them pretty neutral.
683
00:46:09,470 --> 00:46:14,590
And so I am working here in my K83
PowerGrade. There's a Kodak LUT in here.
684
00:46:14,590 --> 00:46:18,170
we're going to do here is we're going to
select one of the main parts of the
685
00:46:18,170 --> 00:46:19,510
skin, which is right here on the
forehead.
686
00:46:20,819 --> 00:46:24,360
And that's going to create an anchor
around which we're going to create our
687
00:46:24,360 --> 00:46:28,240
split toning. So now let's say whatever
look I wanted to create. Let's say I go
688
00:46:28,240 --> 00:46:29,240
into blue.
689
00:46:30,300 --> 00:46:33,660
And I wanted to add yellow to the
highlights to create a more warmer
690
00:46:33,660 --> 00:46:34,439
can do that.
691
00:46:34,440 --> 00:46:38,260
And what that's going to do is it's
going to add that yellow into the scene,
692
00:46:38,260 --> 00:46:39,940
it's going to protect my skin tones.
693
00:46:40,300 --> 00:46:44,560
Let's say, you know, we did something a
little crazier. I don't know. Let's add
694
00:46:44,560 --> 00:46:45,720
some yellow, some cyan.
695
00:46:46,360 --> 00:46:49,120
Let's say we, you know, we take this
off. You know.
696
00:46:49,500 --> 00:46:54,460
this skin tones you know might not look
so good right we we want to add this
697
00:46:54,460 --> 00:46:57,940
cyan to the shot but we want to keep
that color that liveliness in the skin
698
00:46:57,940 --> 00:47:03,160
tones have that split tone pivot around
the skin and that will allow you to add
699
00:47:03,160 --> 00:47:07,540
you know whatever color you want to add
while keeping the look believable and
700
00:47:07,540 --> 00:47:11,720
natural so like let's say we wanted to
do some crazier stuff add some blue here
701
00:47:11,720 --> 00:47:16,020
you know maybe we'll come into the red
and we'll add that cyan
702
00:47:21,520 --> 00:47:26,880
now let's go let's add a little bit of
red to the highlight right if i take
703
00:47:26,880 --> 00:47:31,220
all the way we can see like what we're
affecting and you can also do that to um
704
00:47:31,220 --> 00:47:36,220
to better see your selection right if we
if we bring this down all the way
705
00:47:36,220 --> 00:47:42,980
and likewise we'll bring this up here we
can see okay this is what's going on
706
00:47:42,980 --> 00:47:47,840
with the split tone this is the range
right because we we made the selection
707
00:47:47,840 --> 00:47:52,280
here we're adding whatever you know this
anchor here basically represents this
708
00:47:52,280 --> 00:47:55,920
line here this terminator line in art in
the art world this is called the
709
00:47:55,920 --> 00:48:00,840
terminator line basically it's where the
highlights and the shadows turn into
710
00:48:00,840 --> 00:48:04,480
each other that's basically like where
we're creating the split tone right if
711
00:48:04,480 --> 00:48:08,380
you wanted to you can come down here to
the curve hold down option and slide
712
00:48:08,380 --> 00:48:12,300
this down or up to affect where that
terminator line is
713
00:48:14,730 --> 00:48:18,110
Keep in mind here, we're focused on the
skin tones, right? We're sort of
714
00:48:18,110 --> 00:48:23,230
allowing the intelligence of color, the
math of everything to just sort of land
715
00:48:23,230 --> 00:48:26,270
wherever it lands, but we're focused
here on the skin tones, right? For
716
00:48:26,270 --> 00:48:28,510
if I did this,
717
00:48:28,650 --> 00:48:36,110
let's
718
00:48:36,110 --> 00:48:39,010
say for some reason I'm creating the
split tone based on something in the
719
00:48:39,010 --> 00:48:41,330
background, like I've completely left my
skin tones.
720
00:48:41,740 --> 00:48:46,280
right and and this look might not be
taking care of the skin tones in this
721
00:48:46,280 --> 00:48:50,440
here it's not too bad because the colors
we're adding um you know stay close to
722
00:48:50,440 --> 00:48:56,960
a skin tone but you want to as you're
creating the split tone keep them based
723
00:48:56,960 --> 00:49:03,740
around the subject we want these this
look this color uh separation to
724
00:49:03,740 --> 00:49:07,540
pivot around the skin and that's what we
were doing here by setting the anchor
725
00:49:07,540 --> 00:49:10,640
here which is perfect i want the shadows
726
00:49:11,799 --> 00:49:15,800
of the skin to have this cyan or this
blue or whatever color it is that you're
727
00:49:15,800 --> 00:49:19,720
introducing there and I want these
highlights to have this warm tones or
728
00:49:19,720 --> 00:49:22,860
whatever it is you're introducing there
and if I hit before and after you can
729
00:49:22,860 --> 00:49:25,900
see like we're adding this nice color
what do we got going on here this blue
730
00:49:25,900 --> 00:49:32,780
right you know we've got this yellow and
we've got this
731
00:49:32,780 --> 00:49:36,600
nice triadic color skin going on now
there's another way for you to do that
732
00:49:36,600 --> 00:49:41,040
that is by using the HDR wheels so let's
come over to the HDR wheels we're going
733
00:49:41,040 --> 00:49:44,580
to come over here to the zone graph view
of this palette and then we're going to
734
00:49:44,580 --> 00:49:48,660
turn off black dark we're going to turn
off highlight and specular and we're
735
00:49:48,660 --> 00:49:52,220
just going to be left with light and
shadow so let's go back to the wheels
736
00:49:52,220 --> 00:49:56,940
here on the left this slider allows you
to target the range that this color
737
00:49:56,940 --> 00:50:01,480
wheel is affecting so i'm going to hit
state then i'm going to select the
738
00:50:01,480 --> 00:50:05,920
and then now i can see everything that
i'm affecting yeah these areas here
739
00:50:05,920 --> 00:50:09,780
you can see the image clearly this is
like the area that it's affecting and
740
00:50:09,780 --> 00:50:15,080
area here it's like the fade yeah it
starts to fade out into the areas that
741
00:50:15,080 --> 00:50:19,860
not affecting which is all the areas in
gray so if you remember what i mentioned
742
00:50:19,860 --> 00:50:24,740
about the terminator line and i want to
use this edge as that terminator line
743
00:50:24,740 --> 00:50:29,080
and define like okay here's here's where
my color is going to be applied and
744
00:50:29,080 --> 00:50:32,900
then now i'm going to come over here to
the light and make that same adjustment
745
00:50:32,900 --> 00:50:37,280
and go okay here's where my color in the
highlights this is where it's going to
746
00:50:37,280 --> 00:50:38,280
be applied
747
00:50:39,500 --> 00:50:40,500
Let's go there.
748
00:50:43,540 --> 00:50:47,860
And I'm going to hit Shift H. And now
let's apply a very simple split time.
749
00:50:47,940 --> 00:50:54,360
Let's do some yellow here in the
highlights. And then we'll do some
750
00:50:54,360 --> 00:50:56,920
cyan. Actually, let's do some blue.
751
00:51:02,800 --> 00:51:06,060
Perfect. So I'm adding blue in the
shadows.
752
00:51:06,260 --> 00:51:07,600
I'm adding yellow in the highlights.
753
00:51:08,170 --> 00:51:13,430
And then here in the middle, right, in
that Terminator line, I'm protecting the
754
00:51:13,430 --> 00:51:14,288
skin tones.
755
00:51:14,290 --> 00:51:19,710
Sometimes all it takes is a little bit
of skin tone in the skin to sell that
756
00:51:19,710 --> 00:51:23,390
look. You know, maybe we went a little
crazier here, right?
757
00:51:23,830 --> 00:51:26,930
Maybe we did, you know, some more cyan.
758
00:51:28,450 --> 00:51:33,090
Maybe we really put the skin tone a
little bit more, yeah? But it works.
759
00:51:33,090 --> 00:51:34,090
because we have...
760
00:51:34,220 --> 00:51:38,080
here in the skin even if it's just a
little right and this will just depend
761
00:51:38,080 --> 00:51:42,600
on the scene on the lighting conditions
on the color palette sometimes it's
762
00:51:42,600 --> 00:51:47,980
enough to have just a little bit of true
skin tone present in the skin to sell
763
00:51:47,980 --> 00:51:52,240
the look right and obviously we're here
we're in the lab we're creating the look
764
00:51:52,240 --> 00:51:56,560
you know we know oh we're adding this
color but to someone else they won't see
765
00:51:56,560 --> 00:52:00,340
it they'll just see the beautiful color
of this image and it'll look natural to
766
00:52:00,340 --> 00:52:04,200
them But for us, we're the ones creating
this look. It can be a little harder to
767
00:52:04,200 --> 00:52:09,160
see like, oh, this looks actually
natural because I have a little bit of
768
00:52:09,160 --> 00:52:13,860
tone in here, right? If I move my
qualifier over, right? You can see down
769
00:52:13,860 --> 00:52:16,900
in the vectorscope, we have some true
skin tone here. And in this case, it's
770
00:52:16,900 --> 00:52:20,240
that terminator line that we're using as
a pivot that we're setting with these
771
00:52:20,240 --> 00:52:23,940
sliders here. So keep that in mind.
Allow yourself to be creative. But
772
00:52:24,040 --> 00:52:28,360
if I just bring back in a little bit of
skin tone into this look, I can sell it.
773
00:52:28,650 --> 00:52:32,310
how much though just depends on the look
you're going for another technique when
774
00:52:32,310 --> 00:52:37,510
it comes to skin tones and look
development is to particularly when
775
00:52:37,510 --> 00:52:41,110
like a single color cast adjustment for
example if you want to create like a
776
00:52:41,110 --> 00:52:42,890
simple cyan look
777
00:52:47,050 --> 00:52:50,350
right this doesn't look so bad because
the skin tones are sort of close to the
778
00:52:50,350 --> 00:52:53,910
line but let's say you wanted to make
the skin tones look a little bit more
779
00:52:53,910 --> 00:52:58,990
natural instead of going to your skin
adjustment nodes or whatever your color
780
00:52:58,990 --> 00:53:04,490
decision can be a little bit more
influenced by your desire to protect
781
00:53:04,490 --> 00:53:06,990
tones and you can line up that
adjustment
782
00:53:08,940 --> 00:53:12,280
so that you are actually protecting your
skin tones while adding that color
783
00:53:12,280 --> 00:53:15,660
creating the cyan look is one of the
easy ways to do that we'll do that here
784
00:53:15,660 --> 00:53:19,620
again in the game just add a bunch of
cyan right let's just say this is a look
785
00:53:19,620 --> 00:53:24,200
that the client wants and you go okay
well i know that if i have a true skin
786
00:53:24,200 --> 00:53:29,360
tone and i add cyan that because i'm
going directly towards cyan i know that
787
00:53:29,360 --> 00:53:35,200
skin tone will become slightly yellow
and then desaturated to add cyan to red
788
00:53:35,200 --> 00:53:38,960
like to desaturate red and because skin
tone is close to red it's like you're
789
00:53:38,960 --> 00:53:43,860
sort of doing the same but because skin
tone isn't diametrically opposed to cyan
790
00:53:43,860 --> 00:53:47,460
it's slightly deviated to the left so
what's going to happen is it's going to
791
00:53:47,460 --> 00:53:54,340
become yellow and you can mitigate that
by bringing your skin tone over
792
00:53:54,340 --> 00:54:00,520
to magenta by grabbing the green channel
and bringing that over and now you've
793
00:54:00,520 --> 00:54:05,170
got that look a nice cyan blue look
right and maybe you can even you don't
794
00:54:05,170 --> 00:54:09,890
to go all the way you can keep it a
little bit in that yellow section but
795
00:54:09,890 --> 00:54:15,030
you've got that that cyan look a nice
cyan color cast but your skin tones are
796
00:54:15,030 --> 00:54:19,650
looking good they're looking natural and
it's better selling that cool cyan look
797
00:54:19,650 --> 00:54:24,910
so just keep that in mind if you're
doing like single color cast adjustments
798
00:54:24,910 --> 00:54:25,910
let's say
799
00:54:28,170 --> 00:54:31,890
you're making everything blue what's
going to happen to the skin tone because
800
00:54:31,890 --> 00:54:35,790
the you know skin tones are like an
orange if you add blue they become
801
00:54:35,790 --> 00:54:42,630
red or slightly magenta so what can you
do there you can add some green and
802
00:54:42,630 --> 00:54:46,050
now again you've got a cool look but
your skin tones are looking a little bit
803
00:54:46,050 --> 00:54:50,870
more natural and with cool looks in the
context of skin tones your skin can be a
804
00:54:50,870 --> 00:54:55,830
little bit on the right and you the skin
tones will look natural and that's the
805
00:54:56,270 --> 00:55:00,950
color relativity right the entire image
is mostly leaning towards cool tones so
806
00:55:00,950 --> 00:55:05,530
colors that are warm they look warmer
than they actually are you can get away
807
00:55:05,530 --> 00:55:09,590
with a shot like this or look like this
the skin tone is being deviated slightly
808
00:55:09,590 --> 00:55:13,460
towards red And it'll look natural. As
colorists, you're constantly working
809
00:55:13,460 --> 00:55:16,360
different types of footage and lighting
conditions and different skin tones
810
00:55:16,360 --> 00:55:20,180
because you're being hired to work on
projects. But as a beginner, if you're
811
00:55:20,180 --> 00:55:24,080
starting out as a colorist or you don't
have footage at the moment, you don't
812
00:55:24,080 --> 00:55:27,760
have clients and you don't have a way to
shoot your own stuff, like it can be
813
00:55:27,760 --> 00:55:31,960
hard to develop your skills. And that's
where a site like Artlist really comes
814
00:55:31,960 --> 00:55:37,340
in handy because with Artlist, you have
access to a giant library of both
815
00:55:37,340 --> 00:55:39,460
cinematic and commercial quality.
816
00:55:39,880 --> 00:55:45,890
footage that you also have access to in
its raw and log format for me artlist is
817
00:55:45,890 --> 00:55:50,010
an invaluable tool as a colorist that
you need to have if you want to keep
818
00:55:50,010 --> 00:55:52,990
getting better as a colorist you need to
practice color grading all the
819
00:55:52,990 --> 00:55:56,270
techniques that you learn through
youtube tutorials through online courses
820
00:55:56,270 --> 00:55:59,610
through all that they're irrelevant if
you're not putting them to practice and
821
00:55:59,610 --> 00:56:04,150
building that intuition and that eye for
color grading not only is artlist a
822
00:56:04,150 --> 00:56:08,830
giant library of high quality cinematic
stock footage but you also get things
823
00:56:08,830 --> 00:56:12,560
like high quality music and sound
effects You have visual templates.
824
00:56:12,560 --> 00:56:16,640
even has DaVinci Resolve plugins. And
you have an awesome AI voiceover
825
00:56:16,840 --> 00:56:21,480
which makes creating professional videos
and content easier than ever. So if you
826
00:56:21,480 --> 00:56:25,120
want to put yourself on a fast track to
step up your color grading and really
827
00:56:25,120 --> 00:56:29,440
improve your skin tone techniques, you
can get started with two months for free
828
00:56:29,440 --> 00:56:31,320
when you sign up through the link in the
description.
829
00:56:32,010 --> 00:56:35,190
the last thing i want to talk to you
about before i get into the bonus
830
00:56:35,190 --> 00:56:39,610
of this mini master class is skin tone
textures i'm going to show you one quick
831
00:56:39,610 --> 00:56:42,890
way that you can go about cleaning up
skin tone texture and adding like a nice
832
00:56:42,890 --> 00:56:46,070
softer glow and i'm also going to show
you how to
833
00:56:46,800 --> 00:56:50,100
create a nice thought and burn effect
for the skin tones which is great for
834
00:56:50,100 --> 00:56:54,120
things like music videos and commercial
color grades and i'm also going to show
835
00:56:54,120 --> 00:56:58,500
you a way to adjust the skin tone which
is more targeted but not as complex as
836
00:56:58,500 --> 00:57:02,520
the face refinement tool the face
refinement tool in davinci resolve
837
00:57:02,520 --> 00:57:06,000
its own master class so i'm not going to
cover that in this master class so
838
00:57:06,000 --> 00:57:08,960
let's get into it so i've got this shot
here and this is what we're going to use
839
00:57:08,960 --> 00:57:14,180
to go over skin texture so first up i'm
going to fix up my primaries i'm going
840
00:57:14,180 --> 00:57:15,180
to come in here
841
00:57:15,690 --> 00:57:17,510
Boost my exposure.
842
00:57:19,830 --> 00:57:22,590
I'll put the highlights of her skin at
around 65.
843
00:57:23,850 --> 00:57:26,390
I'm going to add some contrast as part
of my primaries.
844
00:57:28,310 --> 00:57:33,410
And then now, again, we have a Caucasian
skin tone here, so more or less
845
00:57:33,410 --> 00:57:38,550
I'll keep her skin at around 75.
846
00:57:39,230 --> 00:57:44,590
Something else I'll do is I'll use the
offset wheel to bring down the
847
00:57:46,920 --> 00:57:50,660
overall white balance a bit and help
create some color separation.
848
00:57:51,580 --> 00:57:56,760
So now we've got a before and after and
we're ready to get to it. When you're
849
00:57:56,760 --> 00:58:00,820
adjusting skin tone texture, you will
need to use a qualifier. So there's my
850
00:58:00,820 --> 00:58:04,640
primaries node. Here I'm going to do my
skin tone selection and here I will
851
00:58:04,640 --> 00:58:08,080
select my texture. And I'll show you the
different techniques here in this
852
00:58:08,080 --> 00:58:08,839
texture node.
853
00:58:08,840 --> 00:58:12,620
So for my skin, I'm going to come in
here and make my selection.
854
00:58:14,540 --> 00:58:20,480
Bring down width all the way and then
I'm gonna go to my low bring it down
855
00:58:20,480 --> 00:58:26,640
Grab my high bring it down as much as I
can and
856
00:58:26,640 --> 00:58:31,720
I'm gonna grab my luminance Then my high
857
00:58:31,720 --> 00:58:38,720
And then now I'll do my matte
858
00:58:38,720 --> 00:58:40,840
finesse settings again, I'll do three
here
859
00:58:42,480 --> 00:58:47,800
gonna clean up my white selection and
then my black selection here
860
00:58:47,800 --> 00:58:54,640
that's good there so now i've got my
skin selection here and i'm going to
861
00:58:54,640 --> 00:58:58,780
put this to my texture node one of the
quickest easiest ways to take care of
862
00:58:58,780 --> 00:59:03,140
your texture is to come in here to the
primary palette or the hdr color wheels
863
00:59:03,140 --> 00:59:09,700
and adjust the midtone detail and just
take that out a little bit and if i hit
864
00:59:10,800 --> 00:59:14,600
before and after it's very subtle and
that's exactly what we want but it
865
00:59:14,600 --> 00:59:20,900
to even out the mid -tones of the skin
right obviously if you go too much it
866
00:59:20,900 --> 00:59:27,840
be way too strong so generally i find
anywhere between 10 and 30 is
867
00:59:27,840 --> 00:59:33,080
good it just depends if the subject is
farther away you'll need to be much more
868
00:59:33,080 --> 00:59:36,760
conservative with this you don't want to
do too much and if the subject is very
869
00:59:36,760 --> 00:59:41,240
close to the shot then you can get away
with adding more of this i'll just keep
870
00:59:41,240 --> 00:59:46,820
that there and we can just see you know
if i zoom in here as it helps to even
871
00:59:46,820 --> 00:59:50,140
out it takes the mid -tones of the skin
tone and it blends them into the
872
00:59:50,140 --> 00:59:53,660
highlights and into the shadows and that
creates just a nice smooth texture
873
00:59:53,660 --> 00:59:58,400
something else that you could do with
that is further adjust the mask right
874
00:59:58,400 --> 01:00:04,040
you can say okay i only want this smooth
effect to be applied to you know the
875
01:00:04,040 --> 01:00:10,900
shadows so you can come in here and make
this smoother maybe
876
01:00:10,900 --> 01:00:16,200
like a three and then only apply that
that softening to like the dark parts of
877
01:00:16,200 --> 01:00:20,300
the skin right maybe you want to save
the bright parts for whatever reason so
878
01:00:20,300 --> 01:00:24,100
you can do that with your mask as well
and that's the quick way to adjust the
879
01:00:24,100 --> 01:00:28,080
skin texture i want to show you how to
use one of the plugins inside of resolve
880
01:00:28,080 --> 01:00:29,340
and that is the
881
01:00:30,690 --> 01:00:34,630
soften and sharpen effect so i'm going
to click and drag that into the texture
882
01:00:34,630 --> 01:00:38,450
node and you would adjust these three
sliders in this order this is the
883
01:00:38,450 --> 01:00:41,390
technique for adjusting skin tones with
this effect you would keep the small
884
01:00:41,390 --> 01:00:45,570
texture at zero sometimes you might find
reducing it to be desirable but i'll
885
01:00:45,570 --> 01:00:48,650
get into that a little bit later from
there you would want to lower the middle
886
01:00:48,650 --> 01:00:52,390
texture until it's too much and then
bring it back and then from there you
887
01:00:52,390 --> 01:00:56,330
adjust the large texture to a value that
is between the value of the small
888
01:00:56,330 --> 01:01:01,090
texture and the value of the middle
texture if you find that adjusting the
889
01:01:01,090 --> 01:01:05,390
amount makes the face look plastic then
go back to the middle texture and adjust
890
01:01:05,390 --> 01:01:09,390
and then try again with the large
texture after you've adjusted the large
891
01:01:09,390 --> 01:01:13,510
texture then you can go back to the
small texture slider and bring back some
892
01:01:13,510 --> 01:01:18,210
natural details of the skin by
increasing it just a tiny bit because if
893
01:01:18,210 --> 01:01:22,610
too much you're going to get very sharp
ugly artifacts in the skin so let's do
894
01:01:22,610 --> 01:01:26,680
that here just after applying we already
have some of that effect and you can
895
01:01:26,680 --> 01:01:29,400
see that you know this is a little bit
too much for this shot it's a little bit
896
01:01:29,400 --> 01:01:33,240
too much much of the time i find that
just applying it like that is and then
897
01:01:33,240 --> 01:01:38,480
just affecting the opacity of this
effect here in the key output or the
898
01:01:38,480 --> 01:01:42,940
blend slider it works pretty well for
many shots but in the context of this
899
01:01:42,940 --> 01:01:45,640
it's not working too well and that's
great because i want to show you how to
900
01:01:45,640 --> 01:01:50,850
approach it so what i would do is reset
these right and now you know this effect
901
01:01:50,850 --> 01:01:54,110
is not being applied and so let's go
with the technique that i mentioned
902
01:01:54,110 --> 01:01:57,570
going to grab our medium texture we're
going to bring it down until it looks
903
01:01:57,570 --> 01:02:02,750
much right so like this would be too
much scrub the middle texture and go all
904
01:02:02,750 --> 01:02:08,770
the way and then bring it back until
you're somewhere natural
905
01:02:08,770 --> 01:02:14,130
and i want to be happy with that again
remember you want to keep the large
906
01:02:14,130 --> 01:02:17,710
texture in between the value of the
small texture and the value of the
907
01:02:17,710 --> 01:02:22,870
texture so we'll just go all the way
there until it's too much
908
01:02:22,870 --> 01:02:29,390
and just bring it back
909
01:02:29,390 --> 01:02:30,770
i'll zoom out again
910
01:02:30,770 --> 01:02:39,090
and
911
01:02:39,090 --> 01:02:43,140
i'm liking that right there That's
looking pretty good. And then from
912
01:02:43,140 --> 01:02:48,080
know if you wanted to bring back some of
the natural texture of the skin You can
913
01:02:48,080 --> 01:02:54,400
come in here to the small texture Right,
typically I find that going past 0 .3
914
01:02:54,400 --> 01:02:58,920
is way too much So just be very thorough
with it and that'll keep things nice
915
01:02:58,920 --> 01:03:02,770
and natural. Obviously if you're doing
something like a music video you can
916
01:03:02,770 --> 01:03:06,290
things a little bit more. So just allow
yourself to be a little bit more liberal
917
01:03:06,290 --> 01:03:08,810
with the medium and texture sliders. But
there you go. This is a very
918
01:03:08,810 --> 01:03:11,770
straightforward way because you've only
got three sliders. With a tool like
919
01:03:11,770 --> 01:03:15,270
this, you have a very simple workflow
for taking care of skin texture if your
920
01:03:15,270 --> 01:03:18,110
client requests it. Once you're working
with a texture node as part of your
921
01:03:18,110 --> 01:03:22,650
color grade, let's say we have another
shot from this scene where the subject
922
01:03:22,650 --> 01:03:26,650
farther away and you go to copy and
paste this texture in there, you're
923
01:03:26,650 --> 01:03:27,650
have to readjust.
924
01:03:28,040 --> 01:03:31,600
these texas sliders because this will be
too much for subjects that are far away
925
01:03:31,600 --> 01:03:35,340
and you're going to get some really ugly
blackness likewise if the subject was
926
01:03:35,340 --> 01:03:39,940
closer you would have to maybe bump this
up a little bit more just keep that in
927
01:03:39,940 --> 01:03:43,120
mind all right i'm going to reset this
and then i'm going to show you a cool
928
01:03:43,120 --> 01:03:47,220
to create a dodge and burn effect for
your skin tones and that is using the
929
01:03:47,220 --> 01:03:48,220
effects
930
01:03:49,410 --> 01:03:52,730
in Resolve. And if you're working with
the free version of Resolve, you have
931
01:03:52,730 --> 01:03:56,110
access to this plugin as well. So we'll
bring this in and then we're going to
932
01:03:56,110 --> 01:03:59,850
grab the sign threshold and bring it all
the way down. And you can see that, you
933
01:03:59,850 --> 01:04:02,550
know, because we've got this mask going
on, we're only affecting the skin tones.
934
01:04:02,690 --> 01:04:06,490
We're going to change this composite
mode to soft light. And then up here in
935
01:04:06,490 --> 01:04:11,050
alpha mask light sources, we're going to
turn that off. And then in alpha limits
936
01:04:11,050 --> 01:04:14,710
effect, we're going to turn that on. And
now the glow is only affecting the skin
937
01:04:14,710 --> 01:04:17,590
tones and it's giving us the effect that
we would like.
938
01:04:17,920 --> 01:04:23,840
So we're going to take down the opacity
and then we're going to boost this up.
939
01:04:23,980 --> 01:04:26,720
And we'll leave it there for now. I want
to show you a couple more things.
940
01:04:27,320 --> 01:04:30,820
If we go over to the select output and
we select glow alone.
941
01:04:31,040 --> 01:04:34,720
Oh, actually, I'll turn on this as well.
Here we can see the glow is being
942
01:04:34,720 --> 01:04:38,380
applied. This light is being applied
over the skin tones and it's creating
943
01:04:38,380 --> 01:04:39,279
pop, right?
944
01:04:39,280 --> 01:04:45,480
If we take the spread and bring it down,
that glow becomes more
945
01:04:45,480 --> 01:04:51,610
precise. right and it starts to consider
the roundness of the face and any
946
01:04:51,610 --> 01:04:55,730
contours that are being created bringing
down the spread can help to create a
947
01:04:55,730 --> 01:05:01,730
more dodge and burn effect right so if i
turn this back off right now the skin
948
01:05:01,730 --> 01:05:05,750
right you can see like the the brighter
parts are being boosted and the darker
949
01:05:05,750 --> 01:05:09,350
parts are not being boosted so much
right and it helps to create that nice
950
01:05:09,350 --> 01:05:13,840
contrast that you get with the dodge and
burn effect with these settings the
951
01:05:13,840 --> 01:05:17,900
spread control turns into like a
contrast control as you decrease it you
952
01:05:17,900 --> 01:05:23,240
more definition as you increase it you
get more of a rounded overall general
953
01:05:23,240 --> 01:05:28,020
brightening of the skin one other thing
that you can do is lower the saturation
954
01:05:28,020 --> 01:05:32,780
if you don't want this dodger burn
effect to affect the colors of your skin
955
01:05:32,780 --> 01:05:36,580
this down all the way that'll just be up
to you what you can also do is take the
956
01:05:36,580 --> 01:05:41,840
the selection a little bit further right
and actually you can fade
957
01:05:43,600 --> 01:05:48,360
in will soften up this lower end a
little bit and then you can remove some
958
01:05:48,360 --> 01:05:49,360
the darker areas.
959
01:05:51,360 --> 01:05:55,240
And then you can clean up the selection
as well. You can fade it more.
960
01:05:59,020 --> 01:06:03,080
And then now you're creating more
contrast because you're not affecting
961
01:06:03,080 --> 01:06:06,920
area. Zoom out. See that nice glow that
the skin gets?
962
01:06:07,480 --> 01:06:10,980
This is a nice effect for things like
music videos and commercial grades.
963
01:06:11,550 --> 01:06:14,250
All right. So I have one more thing that
I want to show you. I've got my power
964
01:06:14,250 --> 01:06:18,490
grade applied real quick. This is like a
very easy standard look going on.
965
01:06:18,810 --> 01:06:23,010
Whoever shot this did a good job of
exposing and doing the white balance. So
966
01:06:23,010 --> 01:06:24,910
don't have much of a adjustment to make.
967
01:06:25,110 --> 01:06:29,270
I also want to keep things very simple
for you. So let's say here in your
968
01:06:29,270 --> 01:06:34,270
node, right? And my power grade follows
a similar workflow where right after the
969
01:06:34,270 --> 01:06:36,150
primary, we have our skin tones node.
970
01:06:36,600 --> 01:06:40,580
And actually there's a compound node
built into my power grade, which comes
971
01:06:40,580 --> 01:06:44,180
different nodes for your skin tones. I
just removed that and just added this to
972
01:06:44,180 --> 01:06:48,600
make things simpler. So here's where I
will have my skin tone selection, right?
973
01:06:50,800 --> 01:06:54,320
Let's call that final. Yeah, let's just
say that's it for the sake of time.
974
01:06:54,500 --> 01:07:00,240
Because here in the signal flow
upstream, we have two skin tones. We're
975
01:07:00,240 --> 01:07:02,020
get a clean mask of those skin tones.
976
01:07:02,420 --> 01:07:04,440
Downstream, you know, we've added,
let's...
977
01:07:06,090 --> 01:07:11,070
And let's increase the saturation
978
01:07:11,070 --> 01:07:13,610
of that.
979
01:07:15,450 --> 01:07:17,250
Let's go a little crazy here, yeah?
980
01:07:20,390 --> 01:07:25,370
Now we've got, you know, this is a nice
look for a music video, right? If you
981
01:07:25,370 --> 01:07:29,430
like this look, this is the tetrachrome
look inside of my power grid. Let's say
982
01:07:29,430 --> 01:07:32,830
for some reason the client, you or your
client or someone goes,
983
01:07:33,560 --> 01:07:37,500
okay i don't i'm kind of not feeling
this green i just want i love everything
984
01:07:37,500 --> 01:07:41,900
else but i just want the skin tones to
be clean this is what you can do you can
985
01:07:41,900 --> 01:07:46,640
set up what i call a post look skin node
i always label it this you can call
986
01:07:46,640 --> 01:07:51,180
this whatever else but it's like a node
after all of your look development and
987
01:07:51,180 --> 01:07:55,360
in this case in the context of my k83
power grid the look lab the film lab and
988
01:07:55,360 --> 01:07:59,020
the film print node if you're not using
my power grid whatever amount of nodes
989
01:07:59,020 --> 01:08:02,580
you're using for part of your look
development you can have this node after
990
01:08:02,580 --> 01:08:08,560
those look development nodes and i'm
going to call it post skin and this is
991
01:08:08,560 --> 01:08:13,680
this node does for you it gives you
access to your skin tones post look
992
01:08:13,680 --> 01:08:18,200
development and so here's how you set it
up in whatever node you selected the
993
01:08:18,200 --> 01:08:20,660
skin tones come over here to the alpha
output
994
01:08:21,370 --> 01:08:24,990
and drag it into the alpha input of the
post skin tone.
995
01:08:25,270 --> 01:08:30,529
And now you have that clean, beautiful
selection of just your skin tones,
996
01:08:30,630 --> 01:08:34,229
Again, for the sake of time, we're
pretending this skin mask is perfect.
997
01:08:34,229 --> 01:08:38,390
have those skin tones isolated after all
your look adjustments, which is
998
01:08:38,390 --> 01:08:42,590
virtually impossible to get once you've
added split toning, once you've added a
999
01:08:42,590 --> 01:08:47,529
color cast, texture, things like that.
Now you have access to that and you can
1000
01:08:47,529 --> 01:08:48,890
do things like...
1001
01:08:49,229 --> 01:08:54,990
go into the HSL curves, go into the
color slice tool, add a compressor,
1002
01:08:54,990 --> 01:08:59,750
global adjustments you need to apply to
your skin tones, you can do that in this
1003
01:08:59,750 --> 01:09:03,630
post skin tones node here. And a good
example of that is, let's say, you know,
1004
01:09:03,649 --> 01:09:06,149
we wanted to use our compressors
technique, right?
1005
01:09:06,779 --> 01:09:12,420
the the client or you or whoever likes
this look but they go okay i'm not
1006
01:09:12,420 --> 01:09:15,700
feeling these green highlights here in
the skin i love the green highlights
1007
01:09:15,700 --> 01:09:20,260
everywhere else just not in the skin for
whatever reason right or maybe they
1008
01:09:20,260 --> 01:09:24,020
want you to tone it down so you come in
here right you set up your your
1009
01:09:24,020 --> 01:09:28,340
compressor just like we did before you
bring in that skin tone color and boom
1010
01:09:28,340 --> 01:09:34,380
right and you've done all that without
going back here to your skin tones node
1011
01:09:34,830 --> 01:09:40,229
and affecting your skin tone which might
then affect everything else that you've
1012
01:09:40,229 --> 01:09:45,109
done in your look development in your
secondaries all that stuff and then if
1013
01:09:45,109 --> 01:09:49,490
your look lab node or in your look
development section you have things like
1014
01:09:49,490 --> 01:09:52,670
qualifiers you're going to affect
everything in there and that can make
1015
01:09:52,670 --> 01:09:58,140
everything fall apart so that's why this
node here is a good tool to use and
1016
01:09:58,140 --> 01:10:02,840
that's just with the simple use of this
alpha output and input let me know if
1017
01:10:02,840 --> 01:10:06,020
you have any questions on any of the
things we covered i've got more videos
1018
01:10:06,020 --> 01:10:09,800
this for you in the future i have also
officially started to develop my own
1019
01:10:09,800 --> 01:10:13,200
master class if you're interested in
that you can just subscribe to this
1020
01:10:13,200 --> 01:10:16,920
and i'll be posting more on that in the
future as always thank you guys for
1021
01:10:16,920 --> 01:10:17,920
watching
106592
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