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These are the user uploaded subtitles that are being translated: 1 00:00:00,900 --> 00:00:06,480 In the filmic look drop down of the color  management tab there are a few contrast base looks   2 00:00:06,480 --> 00:00:13,080 to choose from. the default one is puzzlingly named  none but actually that's the same thing as the   3 00:00:13,080 --> 00:00:18,960 medium contrast one and then we can climb up and  down the contrast ladder by going high contrast,   4 00:00:18,960 --> 00:00:25,200 very high contrast, super duper high contrast  and so on. needless to say the base contrast   5 00:00:25,200 --> 00:00:31,320 look plays an important, probably pivotal role in  the image formation so it cannot be overlooked.   6 00:00:32,460 --> 00:00:37,740 it is also worth mentioning that the adjustments  that we do in the color management tab are applied   7 00:00:37,740 --> 00:00:44,880 after the post-processing chain, basically they  are applied on display transform, the last step in   8 00:00:44,880 --> 00:00:51,420 the rendering pipeline and of course we also have  the RGB curves there, the difference between this   9 00:00:51,420 --> 00:00:57,180 tab and the RGB Curves in the Blender compositor  is that the RGB curves from the color management   10 00:00:57,180 --> 00:01:03,720 tab are applied the last as we have just said, as  a neat bonus it doesn't have to be rendered, it is   11 00:01:03,720 --> 00:01:10,800 applied in real time, that's why I love adjusting  contrast and for that matter adjusting the RGB   12 00:01:10,800 --> 00:01:16,740 base curves look right from this menu without  even going into post-processing, well at least   13 00:01:16,740 --> 00:01:23,400 as a look and feel preview. I *love* doing that. it is  especially attractive in my opinion for mocking up   14 00:01:23,400 --> 00:01:29,820 a specific look by curving the red green and blue  channels individually, for example we can take away   15 00:01:29,820 --> 00:01:35,400 some greens from the shadowy areas of the image  and boost some greens in the highlights instead.   16 00:01:36,000 --> 00:01:43,920 better to stay away from the acidic adjustments  and just keep it subtle. and going along the   17 00:01:43,920 --> 00:01:50,700 same line, maybe the shadows could benefit from  less blue, which would then go into highlights.   18 00:01:52,500 --> 00:01:57,720 so something like that anyway. I usually use  it as a way of quickly previewing the look   19 00:01:57,720 --> 00:02:04,860 I'm aiming for before even touching the post  pro nodes, I tend to think about such curving   20 00:02:04,860 --> 00:02:11,340 of digital red green and blue channels as trying  to emulate the color idiosyncrasies of film, as   21 00:02:11,340 --> 00:02:17,700 we know the color layers of film were designed in  such way to display a very non-linear interesting   22 00:02:17,700 --> 00:02:23,220 behavior depending on the part of the wavelength  that hit the film, so it's fairly interesting to   23 00:02:23,220 --> 00:02:30,840 think of it in such way as to emulate a specific  film look let's say. actually thinking of it, maybe   24 00:02:30,840 --> 00:02:36,180 we should make a separate video on film emulation  at some point, that's such an interesting subject.   25 00:02:37,500 --> 00:02:42,900 not to take away the importance of a proper color  balance via the color balance node in the Blender   26 00:02:42,900 --> 00:02:53,520 compositor though. let's make some room... and Shift A  then and add the color, color balance node, because   27 00:02:53,520 --> 00:03:00,600 the Lift Gamma Gain mode is slightly problematic  for the reasons we won't go into, the Offset Power   28 00:03:00,600 --> 00:03:07,980 Slope node is the way to go. the three sliders,  offset, power and slope allow you to affect the   29 00:03:07,980 --> 00:03:14,220 hue in the given tonal range. the offset affects  the shadows the strongest, the power affects the   30 00:03:14,220 --> 00:03:21,420 mid tones, while the slope affects the highlights  the strongest. the grayscale slider in each of the   31 00:03:21,420 --> 00:03:26,340 bends is yet another way of adjusting the  contrast. so here for example I boosted the   32 00:03:26,340 --> 00:03:32,580 contrast ever so slightly and now I'm about to  shift the hue of the mid tones to a certain color,   33 00:03:33,240 --> 00:03:38,700 I'm thinking about creating the complementary  contrast between the warmer mid-tones and the   34 00:03:38,700 --> 00:03:44,400 cooler highlights, that's a typical trick of  enriching the lighting by splitting the mid   35 00:03:44,400 --> 00:03:50,160 tones and the highlights in terms of color  temperature, here you can see me adding some   36 00:03:50,160 --> 00:03:55,320 punch to the highlights and by the way if you  click the color, the value can be set higher than   37 00:03:55,320 --> 00:04:02,340 two for a more pronounced effect, that doesn't mean  that we have to set it higher than two, but we can. 38 00:04:04,380 --> 00:04:08,220 it could be a good idea to cool  down the highlights to create the   39 00:04:08,220 --> 00:04:12,960 complementary contrast by pushing this  slope color wheel into the cyan areas.   40 00:04:14,340 --> 00:04:18,060 yeah, in my opinion that could  work! that could actually work.   41 00:04:18,960 --> 00:04:25,020 so that is our color balance node in the Blender compositor with offset power and slope controls.   42 00:04:26,160 --> 00:04:31,440 too bad it almost never boils down to  a singular node, we have built a fairly   43 00:04:31,440 --> 00:04:37,560 elaborate post-processing chain already and the  effects of every new node ripples through this   44 00:04:37,560 --> 00:04:42,900 chain, so more often than not after for example  tweaking the color balance we may discover that   45 00:04:42,900 --> 00:04:48,660 we now have to adjust the temperature and the  tint and maybe something else, it becomes even   46 00:04:48,660 --> 00:04:54,840 more... I wanted to say confusing :) but let's  say, interesting and complex if we add the   47 00:04:54,840 --> 00:05:00,720 color management into equation. as you remember  we have curved the red green and blue channels   48 00:05:00,720 --> 00:05:06,540 of the Filmic display transform, so we can use  that as well on top of everything else to add a   49 00:05:06,540 --> 00:05:12,420 little bit of sophistication. by now I realized  out of sudden that I have probably swept the   50 00:05:12,420 --> 00:05:21,000 colors a little bit too far away from our original  intention, so I brought some warmth back, so these   51 00:05:21,000 --> 00:05:26,460 are our basic color grading options pretty much,  we have one more to go which is situation though.   52 00:05:28,320 --> 00:05:34,380 saturation refers to how *colorful* the color is  and when dealing with lighting, the effect of   53 00:05:34,380 --> 00:05:39,180 chromaticity on the overall impression  is not to be underestimated obviously.   54 00:05:40,080 --> 00:05:45,720 taken a step back, the better place to plug our  saturation node would be just before the color   55 00:05:45,720 --> 00:05:52,260 balance. then we can make the whole colorfulness  of the light sources more dim or more pronounced   56 00:05:52,260 --> 00:05:57,960 on the contrary if you would like to. the higher  saturation values though can look pretty funky,   57 00:05:57,960 --> 00:06:04,620 it's better to to keep the effect subtle, just like  any other effect within the Blended compositor to   58 00:06:04,620 --> 00:06:10,140 be honest. to be on a safer side and not to  clip the individual color channels and stuff   59 00:06:10,140 --> 00:06:14,940 like that, sometimes it's more convenient to  tweak the light colors instead of tweaking   60 00:06:14,940 --> 00:06:20,280 the saturation slider, so for now I'm gonna  M to mute our newly added saturation node. 8343

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