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