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In the filmic look drop down of the color
management tab there are a few contrast base looks
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to choose from. the default one is puzzlingly named
none but actually that's the same thing as the
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medium contrast one and then we can climb up and
down the contrast ladder by going high contrast,
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very high contrast, super duper high contrast
and so on. needless to say the base contrast
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look plays an important, probably pivotal role in
the image formation so it cannot be overlooked.
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it is also worth mentioning that the adjustments
that we do in the color management tab are applied
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after the post-processing chain, basically they
are applied on display transform, the last step in
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the rendering pipeline and of course we also have
the RGB curves there, the difference between this
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tab and the RGB Curves in the Blender compositor
is that the RGB curves from the color management
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tab are applied the last as we have just said, as
a neat bonus it doesn't have to be rendered, it is
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applied in real time, that's why I love adjusting
contrast and for that matter adjusting the RGB
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base curves look right from this menu without
even going into post-processing, well at least
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as a look and feel preview. I *love* doing that. it is
especially attractive in my opinion for mocking up
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a specific look by curving the red green and blue
channels individually, for example we can take away
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some greens from the shadowy areas of the image
and boost some greens in the highlights instead.
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better to stay away from the acidic adjustments
and just keep it subtle. and going along the
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same line, maybe the shadows could benefit from
less blue, which would then go into highlights.
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so something like that anyway. I usually use
it as a way of quickly previewing the look
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I'm aiming for before even touching the post
pro nodes, I tend to think about such curving
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of digital red green and blue channels as trying
to emulate the color idiosyncrasies of film, as
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we know the color layers of film were designed in
such way to display a very non-linear interesting
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behavior depending on the part of the wavelength
that hit the film, so it's fairly interesting to
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think of it in such way as to emulate a specific
film look let's say. actually thinking of it, maybe
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we should make a separate video on film emulation
at some point, that's such an interesting subject.
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not to take away the importance of a proper color
balance via the color balance node in the Blender
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compositor though. let's make some room... and Shift A
then and add the color, color balance node, because
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the Lift Gamma Gain mode is slightly problematic
for the reasons we won't go into, the Offset Power
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Slope node is the way to go. the three sliders,
offset, power and slope allow you to affect the
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hue in the given tonal range. the offset affects
the shadows the strongest, the power affects the
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mid tones, while the slope affects the highlights
the strongest. the grayscale slider in each of the
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bends is yet another way of adjusting the
contrast. so here for example I boosted the
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contrast ever so slightly and now I'm about to
shift the hue of the mid tones to a certain color,
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I'm thinking about creating the complementary
contrast between the warmer mid-tones and the
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cooler highlights, that's a typical trick of
enriching the lighting by splitting the mid
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tones and the highlights in terms of color
temperature, here you can see me adding some
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punch to the highlights and by the way if you
click the color, the value can be set higher than
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two for a more pronounced effect, that doesn't mean
that we have to set it higher than two, but we can.
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it could be a good idea to cool
down the highlights to create the
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complementary contrast by pushing this
slope color wheel into the cyan areas.
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yeah, in my opinion that could
work! that could actually work.
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so that is our color balance node in the Blender
compositor with offset power and slope controls.
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too bad it almost never boils down to
a singular node, we have built a fairly
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elaborate post-processing chain already and the
effects of every new node ripples through this
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chain, so more often than not after for example
tweaking the color balance we may discover that
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we now have to adjust the temperature and the
tint and maybe something else, it becomes even
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more... I wanted to say confusing :) but let's
say, interesting and complex if we add the
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color management into equation. as you remember
we have curved the red green and blue channels
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of the Filmic display transform, so we can use
that as well on top of everything else to add a
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little bit of sophistication. by now I realized
out of sudden that I have probably swept the
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colors a little bit too far away from our original
intention, so I brought some warmth back, so these
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are our basic color grading options pretty much,
we have one more to go which is situation though.
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saturation refers to how *colorful* the color is
and when dealing with lighting, the effect of
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chromaticity on the overall impression
is not to be underestimated obviously.
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taken a step back, the better place to plug our
saturation node would be just before the color
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balance. then we can make the whole colorfulness
of the light sources more dim or more pronounced
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on the contrary if you would like to. the higher
saturation values though can look pretty funky,
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it's better to to keep the effect subtle, just like
any other effect within the Blended compositor to
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be honest. to be on a safer side and not to
clip the individual color channels and stuff
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like that, sometimes it's more convenient to
tweak the light colors instead of tweaking
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the saturation slider, so for now I'm gonna
M to mute our newly added saturation node.
8343
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