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The next set of controls for our cinematic post-processing chain will be related to tweaking the color.
the first one is going to be temperature, a major part of calibrating the white balance.
based on the temperature slider, the overall color of lighting can be made warmer or cooler, so let's
start with adding the mix node, choosing multiply as the blend mode and there we simply
balance the overall temperature of lighting by moving it over to the orange or the blue parts
of the color wheel. the mix factor can also be used to fine tune the grading, the change to the color
temperature is a sweeping change to all the color relationships in your lighting, it's this type
of much needed extra control over your lighting scheme that just changes the overall relationship
between colors in your lighting and allows you to push it towards warmer or cooler tones.
aside from the temperature control, the photographic post-processing tools often include
the tint control as well, the tint slider usually goes from green to magenta to cover that portion
of the color gamut, so the mix node is invited to stage once again. if you know me I like to rename
the nodes and everything to keep things organized, so that one should be named tint from now on :)
as we have mentioned you either choose green or complementary color to green
which is magenta and the rest of the game is just eyeballing the intensity of the tinting effect,
so the combo of temperature and tint nodes is our way of controlling white balance in Blender
compositor and think of it as a rather global adjustment, as opposed to tweaking the individual
lights and trying to balance them against each other, tweaking these two nodes alone may alter
the perception of the entire lighting that we have set up. as they say, borrow from cinematographers :)
the value contrast or the contrast of brightnesses plays an important role in
color grading. there are a few places in Blender where you can adjust the contrast: in the Blender
compositor we have the brightness-contrast node but I prefer the other methods as I think that
by using this node in the compositor it's fairly easy to clip the blacks for example, so I don't
feel really comfortable with it for some reason. the RGB curves node is much better in that sense,
a common way to ramp up the value contrast there is to draw the so-called s-shaped curve
and then you can play with the position of these points to pivot the contrast.
again, M mutes and unmutes the node and can be used to compare before and after.
so that is yet another way of controlling the contrast. we also have the color
management tab where such things can be controlled so let's have a look at it.
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