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