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These are the user uploaded subtitles that are being translated: 1 00:00:05,680 --> 00:00:09,679 from the strong and gritty looks of the 2 00:00:07,440 --> 00:00:12,559 matrix mad max fury road and blade 3 00:00:09,679 --> 00:00:14,960 runner 2049 to the unique pink and soft 4 00:00:12,559 --> 00:00:16,960 atmosphere of the grand budapest hotel 5 00:00:14,960 --> 00:00:18,880 or the famous teal and orange look of 6 00:00:16,960 --> 00:00:21,279 michael bay films color grading has 7 00:00:18,880 --> 00:00:22,720 always had an important place in cinema 8 00:00:21,279 --> 00:00:24,400 even in the days of black and white 9 00:00:22,720 --> 00:00:26,480 different chemical treatments made it 10 00:00:24,400 --> 00:00:29,359 possible to give different atmospheres 11 00:00:26,480 --> 00:00:31,920 to the image most recently in the 1960s 12 00:00:29,359 --> 00:00:33,920 the italian giallo style a film genre 13 00:00:31,920 --> 00:00:35,840 that mixed thriller and horror brought 14 00:00:33,920 --> 00:00:38,480 its influence of bright and flamboyant 15 00:00:35,840 --> 00:00:40,399 colors which could feel almost surreal 16 00:00:38,480 --> 00:00:42,640 at times and it was immediately linked 17 00:00:40,399 --> 00:00:45,120 with its lighting and production design 18 00:00:42,640 --> 00:00:46,559 while back then treatment to the final 19 00:00:45,120 --> 00:00:49,039 image was done through a chemical 20 00:00:46,559 --> 00:00:51,280 process on the actual film today we have 21 00:00:49,039 --> 00:00:53,280 robust and easy to use tools to perform 22 00:00:51,280 --> 00:00:55,199 the color grading step and today that's 23 00:00:53,280 --> 00:00:57,360 exactly what we are going to be diving 24 00:00:55,199 --> 00:00:58,610 into starting with some important basic 25 00:00:57,360 --> 00:01:03,120 concepts 26 00:00:58,610 --> 00:01:05,199 [Music] 27 00:01:03,120 --> 00:01:07,280 color grading is a post-production 28 00:01:05,199 --> 00:01:09,280 process a final sweetening of the image 29 00:01:07,280 --> 00:01:11,680 it shouldn't be the salvation of the 30 00:01:09,280 --> 00:01:13,600 image so it is essential to lock in your 31 00:01:11,680 --> 00:01:15,040 look on the day getting as much in 32 00:01:13,600 --> 00:01:16,799 camera as possible to create a 33 00:01:15,040 --> 00:01:19,040 consistent atmosphere through lighting 34 00:01:16,799 --> 00:01:21,280 production design composition and so on 35 00:01:19,040 --> 00:01:23,280 but once in post there are two stages of 36 00:01:21,280 --> 00:01:25,439 color work color correction and color 37 00:01:23,280 --> 00:01:27,520 grading color correction comes before 38 00:01:25,439 --> 00:01:29,759 our color grading step and consists of 39 00:01:27,520 --> 00:01:32,000 harmonizing our image to have a neutral 40 00:01:29,759 --> 00:01:34,079 base ready to be worked on during this 41 00:01:32,000 --> 00:01:36,320 step if necessary we will correct the 42 00:01:34,079 --> 00:01:37,920 white balance equalize the exposure 43 00:01:36,320 --> 00:01:40,000 reduce the highlights increase the 44 00:01:37,920 --> 00:01:41,759 mid-tones and apply noise reduction but 45 00:01:40,000 --> 00:01:44,079 also we are able to match our shots 46 00:01:41,759 --> 00:01:45,920 between different angles and cameras 47 00:01:44,079 --> 00:01:47,920 this step is very important and when 48 00:01:45,920 --> 00:01:49,840 done well we'll save a ton of time when 49 00:01:47,920 --> 00:01:51,840 we shift to color grading once our image 50 00:01:49,840 --> 00:01:53,840 is properly balanced we do move into 51 00:01:51,840 --> 00:01:55,920 that color grading step this is where we 52 00:01:53,840 --> 00:01:58,399 will give character and atmosphere to 53 00:01:55,920 --> 00:02:00,479 our scene we can play with curves masks 54 00:01:58,399 --> 00:02:02,079 color wheels and other very precise 55 00:02:00,479 --> 00:02:04,000 tools to land the look that we're 56 00:02:02,079 --> 00:02:05,920 looking for we can also apply some 57 00:02:04,000 --> 00:02:08,080 effects such as grain to give an organic 58 00:02:05,920 --> 00:02:09,920 look and texture to our image or glow to 59 00:02:08,080 --> 00:02:11,920 create a light atmosphere or even play 60 00:02:09,920 --> 00:02:14,080 with some chromatic aberrations when we 61 00:02:11,920 --> 00:02:15,920 work on an image whether for color 62 00:02:14,080 --> 00:02:18,000 correction or color grading we are 63 00:02:15,920 --> 00:02:20,239 working in a limited color space the 64 00:02:18,000 --> 00:02:23,360 most common profile that most screens 65 00:02:20,239 --> 00:02:25,599 use by default is rec 709 its purpose is 66 00:02:23,360 --> 00:02:28,000 to ensure that all devices display the 67 00:02:25,599 --> 00:02:31,200 same image however since the standard 68 00:02:28,000 --> 00:02:33,840 was created in 1990 and is now outdated 69 00:02:31,200 --> 00:02:37,200 it's being replaced by rec 2020 and rec 70 00:02:33,840 --> 00:02:40,480 2100 for cinema and with it we get much 71 00:02:37,200 --> 00:02:42,640 more rich hdr color space hdr which 72 00:02:40,480 --> 00:02:44,959 stands for high dynamic range allows for 73 00:02:42,640 --> 00:02:48,319 more brightness very vivid colors and 74 00:02:44,959 --> 00:02:51,040 deep blacks rec 709 rec 2020 and rec 75 00:02:48,319 --> 00:02:53,840 2100 are essentially broadcast color 76 00:02:51,040 --> 00:02:56,000 spaces in practice if you want to export 77 00:02:53,840 --> 00:02:58,640 for editing for distribution on say 78 00:02:56,000 --> 00:03:00,319 youtube you can use rec 709 for 79 00:02:58,640 --> 00:03:02,720 broadcast on netflix it's going to be 80 00:03:00,319 --> 00:03:04,280 necessary to use rec 2020 or more 81 00:03:02,720 --> 00:03:07,360 precisely the 82 00:03:04,280 --> 00:03:10,400 p3d65 a more realistic version of rec 83 00:03:07,360 --> 00:03:12,720 2020 since to date no screen is capable 84 00:03:10,400 --> 00:03:15,440 of displaying all the nuances that rec 85 00:03:12,720 --> 00:03:17,840 2020 provides there are also acquisition 86 00:03:15,440 --> 00:03:20,400 specific color spaces each camera 87 00:03:17,840 --> 00:03:22,879 manufacturer offers its own color space 88 00:03:20,400 --> 00:03:25,519 optimized for its sensor for example ari 89 00:03:22,879 --> 00:03:27,920 with their alexa cameras provide alexa 90 00:03:25,519 --> 00:03:31,519 wide gamut color spaces red offers the 91 00:03:27,920 --> 00:03:33,200 red wide gamut rgb and dji the djid 92 00:03:31,519 --> 00:03:35,440 gamut not to be confused with gamma 93 00:03:33,200 --> 00:03:37,519 gamut relates to color while gamma 94 00:03:35,440 --> 00:03:39,280 relates to brightness and contrast in 95 00:03:37,519 --> 00:03:41,280 any case the best way to see the color 96 00:03:39,280 --> 00:03:43,280 space is as a container with most 97 00:03:41,280 --> 00:03:45,200 cameras we have several options for how 98 00:03:43,280 --> 00:03:47,599 we capture our image the first and most 99 00:03:45,200 --> 00:03:50,000 standard is to record in rec 709 our 100 00:03:47,599 --> 00:03:52,000 image is immediately usable however we 101 00:03:50,000 --> 00:03:54,799 will obtain an image with limited amount 102 00:03:52,000 --> 00:03:56,159 of information and are then limited in 103 00:03:54,799 --> 00:03:58,080 possibilities for color grading 104 00:03:56,159 --> 00:04:00,319 highlights will tend to clip quickly and 105 00:03:58,080 --> 00:04:01,920 shadows will contain only a few details 106 00:04:00,319 --> 00:04:03,920 this is useful for fast turnarounds but 107 00:04:01,920 --> 00:04:05,599 not when you want complete control over 108 00:04:03,920 --> 00:04:07,920 your image another possibility is to 109 00:04:05,599 --> 00:04:09,760 record in raw raw saves as much 110 00:04:07,920 --> 00:04:11,840 information received by the sensor as 111 00:04:09,760 --> 00:04:14,159 possible which gives us a very rich 112 00:04:11,840 --> 00:04:16,639 image but there are some drawbacks for 113 00:04:14,159 --> 00:04:19,120 the uninitiated firstly its size raw 114 00:04:16,639 --> 00:04:21,199 files tend to be much larger which means 115 00:04:19,120 --> 00:04:23,280 the storage and overall workflow become 116 00:04:21,199 --> 00:04:25,120 much more complicated as a result but 117 00:04:23,280 --> 00:04:27,360 you are getting a ton of a lot more 118 00:04:25,120 --> 00:04:30,000 useful data raw images are often 119 00:04:27,360 --> 00:04:32,960 recorded in 12 or even 14 bits while in 120 00:04:30,000 --> 00:04:35,040 rec 709 we generally stay at 8 bits the 121 00:04:32,960 --> 00:04:37,280 amount of bits refers to the number of 122 00:04:35,040 --> 00:04:39,759 colors that can be obtained to give you 123 00:04:37,280 --> 00:04:42,720 an idea in 8 bits we have a maximum of 124 00:04:39,759 --> 00:04:45,840 16 million colors in 12 bits it is 125 00:04:42,720 --> 00:04:47,919 almost 69 billion colors that we have at 126 00:04:45,840 --> 00:04:50,000 our disposal the other problem with raw 127 00:04:47,919 --> 00:04:52,320 which is also what makes it interesting 128 00:04:50,000 --> 00:04:54,400 is that the recorded image requires 129 00:04:52,320 --> 00:04:57,120 development or debayering to be 130 00:04:54,400 --> 00:04:59,600 technically more exact a raw file is a 131 00:04:57,120 --> 00:05:01,680 mass of information and not an image 132 00:04:59,600 --> 00:05:03,680 itself during this development process 133 00:05:01,680 --> 00:05:06,240 it's us who will be able to choose which 134 00:05:03,680 --> 00:05:07,919 details we want to keep or not in our 135 00:05:06,240 --> 00:05:09,440 image we will also be able to play with 136 00:05:07,919 --> 00:05:12,240 many parameters that would normally be 137 00:05:09,440 --> 00:05:14,880 baked in if we had recorded in rec 709 138 00:05:12,240 --> 00:05:18,320 for example white balance tint iso or 139 00:05:14,880 --> 00:05:20,800 asa exposure noise reduction and so on 140 00:05:18,320 --> 00:05:22,479 so raw is definitely ideal but again 141 00:05:20,800 --> 00:05:24,720 there is the trade-off of needing 142 00:05:22,479 --> 00:05:26,880 enormous storage and power however there 143 00:05:24,720 --> 00:05:29,280 is a good alternative to all of these 144 00:05:26,880 --> 00:05:31,199 constraints which is lock unlike raw 145 00:05:29,280 --> 00:05:33,039 which records all the information from 146 00:05:31,199 --> 00:05:35,600 the sensor in order to develop a usable 147 00:05:33,039 --> 00:05:37,520 image log uses an optimized gamma curve 148 00:05:35,600 --> 00:05:39,440 to record an image containing as much 149 00:05:37,520 --> 00:05:41,520 information as possible in the 150 00:05:39,440 --> 00:05:43,680 highlights and the shadows so log is 151 00:05:41,520 --> 00:05:46,560 sort of a middle ground between raw and 152 00:05:43,680 --> 00:05:48,960 rec 709 log uses a logarithmic curve 153 00:05:46,560 --> 00:05:50,720 rather than a linear curve in the way to 154 00:05:48,960 --> 00:05:52,639 record the highlights and shadows the 155 00:05:50,720 --> 00:05:54,560 log curve will deliberately push the low 156 00:05:52,639 --> 00:05:56,000 lights up to bring out more detail and 157 00:05:54,560 --> 00:05:58,560 pull the highlights down to avoid 158 00:05:56,000 --> 00:06:01,039 overexposures this is done at the camera 159 00:05:58,560 --> 00:06:03,600 sensor and before encoding in a video 160 00:06:01,039 --> 00:06:05,840 file which usually will be 10 bits so 161 00:06:03,600 --> 00:06:08,319 the details are truly preserved and when 162 00:06:05,840 --> 00:06:10,319 shooting in log for the most flexibility 163 00:06:08,319 --> 00:06:12,479 it's best to try to expose your image as 164 00:06:10,319 --> 00:06:14,240 much as possible in the highlights just 165 00:06:12,479 --> 00:06:16,000 before clipping the log image is 166 00:06:14,240 --> 00:06:18,240 recognizable by its desaturated 167 00:06:16,000 --> 00:06:20,639 appearance and it's very grayish low 168 00:06:18,240 --> 00:06:22,880 contrast it's an image that cannot be 169 00:06:20,639 --> 00:06:24,960 used as is when importing a sequence 170 00:06:22,880 --> 00:06:26,960 taken in log in our color grading 171 00:06:24,960 --> 00:06:28,800 software we must define a conversion 172 00:06:26,960 --> 00:06:31,199 generally it's going to be a log 173 00:06:28,800 --> 00:06:33,199 conversion to rec 709 which again is the 174 00:06:31,199 --> 00:06:36,080 most used broadcast standard each camera 175 00:06:33,199 --> 00:06:38,800 manufacturer offers its own log profile 176 00:06:36,080 --> 00:06:41,600 adapted to its sensor at harry it's the 177 00:06:38,800 --> 00:06:45,440 log c at sony you have s-log s-log 2 and 178 00:06:41,600 --> 00:06:47,199 s-3 at red the red log film each log 179 00:06:45,440 --> 00:06:49,120 must be converted in a certain way 180 00:06:47,199 --> 00:06:51,039 fortunately current tools allow these 181 00:06:49,120 --> 00:06:52,800 conversions with one click or if you 182 00:06:51,039 --> 00:06:54,800 don't have that all of our lut packs 183 00:06:52,800 --> 00:06:56,880 that we sell on our trying digital store 184 00:06:54,800 --> 00:06:58,720 do have utility luts included that will 185 00:06:56,880 --> 00:07:00,639 do this for you but thanks to log we 186 00:06:58,720 --> 00:07:02,479 have an image rich enough to perform 187 00:07:00,639 --> 00:07:04,960 advanced color grading but without the 188 00:07:02,479 --> 00:07:06,800 huge weight of raw files and its complex 189 00:07:04,960 --> 00:07:09,120 workflow so it's really ideal for a 190 00:07:06,800 --> 00:07:10,560 colorist aces is a dynamic color grading 191 00:07:09,120 --> 00:07:13,440 process that allows you to work on 192 00:07:10,560 --> 00:07:15,680 original video files whether in rec 709 193 00:07:13,440 --> 00:07:17,440 log or raw without having to conform 194 00:07:15,680 --> 00:07:19,759 each sequence to a destination color 195 00:07:17,440 --> 00:07:21,680 space so we can work on the full range 196 00:07:19,759 --> 00:07:24,240 of colors that each shot gives us the 197 00:07:21,680 --> 00:07:26,560 conversion to destination color spaces 198 00:07:24,240 --> 00:07:28,800 is done at the end of the chain or at 199 00:07:26,560 --> 00:07:31,440 the end of the aces pipeline this makes 200 00:07:28,800 --> 00:07:32,960 it very easy to distribute a project on 201 00:07:31,440 --> 00:07:34,880 different platforms with different 202 00:07:32,960 --> 00:07:36,800 standards for example let's say you have 203 00:07:34,880 --> 00:07:39,120 an edit that includes clips recorded in 204 00:07:36,800 --> 00:07:41,120 log with a wide dynamic range and lots 205 00:07:39,120 --> 00:07:43,599 of highlights if you work directly in 206 00:07:41,120 --> 00:07:45,120 rec 709 you will lose this dynamic range 207 00:07:43,599 --> 00:07:47,520 and your highlights will be burnt out 208 00:07:45,120 --> 00:07:49,919 because rec 709 is limited for youtube 209 00:07:47,520 --> 00:07:52,479 upload that's no problem but if tomorrow 210 00:07:49,919 --> 00:07:54,479 you want it to export your edit for hdr 211 00:07:52,479 --> 00:07:56,560 projection or netflix streaming then you 212 00:07:54,479 --> 00:07:58,639 will need to rework your entire edit 213 00:07:56,560 --> 00:08:01,039 however while working in aces the wide 214 00:07:58,639 --> 00:08:02,960 dynamic range of your video files will 215 00:08:01,039 --> 00:08:05,360 be preserved and considered throughout 216 00:08:02,960 --> 00:08:07,199 the color grading process and at the end 217 00:08:05,360 --> 00:08:11,520 of the chain you can choose to export 218 00:08:07,199 --> 00:08:14,000 either in rec 709 hdr direct 2020 p3 and 219 00:08:11,520 --> 00:08:16,080 so on with an aces workflow you benefit 220 00:08:14,000 --> 00:08:18,240 from all the color capabilities of your 221 00:08:16,080 --> 00:08:19,759 image right from the start and keeping 222 00:08:18,240 --> 00:08:21,840 them throughout the color grading 223 00:08:19,759 --> 00:08:24,160 process if there must be a limitation it 224 00:08:21,840 --> 00:08:26,080 will be done on export let's pause there 225 00:08:24,160 --> 00:08:28,160 to thank today's sponsor and the one 226 00:08:26,080 --> 00:08:30,319 plugin that i've used on every project 227 00:08:28,160 --> 00:08:32,320 i've done for about six years now and 228 00:08:30,319 --> 00:08:34,080 that's film convert film convert nitrate 229 00:08:32,320 --> 00:08:36,839 is a plugin that gives you the look of 230 00:08:34,080 --> 00:08:40,399 actual film stock like kodak 5207 or 231 00:08:36,839 --> 00:08:42,320 5213 or some fuji stocks and others you 232 00:08:40,399 --> 00:08:44,720 select one and you immediately get that 233 00:08:42,320 --> 00:08:46,480 look applied in your luma and chroma 234 00:08:44,720 --> 00:08:48,640 which you can adjust how much of the 235 00:08:46,480 --> 00:08:50,880 color and contrast are affected 236 00:08:48,640 --> 00:08:53,040 independently it's also some of the best 237 00:08:50,880 --> 00:08:55,600 film grain out there you can pick from 238 00:08:53,040 --> 00:08:57,760 different types as presets here then can 239 00:08:55,600 --> 00:08:59,920 dive in further to customize exactly how 240 00:08:57,760 --> 00:09:02,720 you want it to look more or less in the 241 00:08:59,920 --> 00:09:04,640 shadows or highlights the size amount 242 00:09:02,720 --> 00:09:07,120 and so on you also have great controls 243 00:09:04,640 --> 00:09:09,360 to dive in deeper and fully grade your 244 00:09:07,120 --> 00:09:11,200 piece from this one app if you wanted 245 00:09:09,360 --> 00:09:13,120 it's a very powerful tool and one that i 246 00:09:11,200 --> 00:09:15,279 use as the finishing touch on every 247 00:09:13,120 --> 00:09:17,600 project i grade including our latest 248 00:09:15,279 --> 00:09:19,760 short century adding nitrate at the end 249 00:09:17,600 --> 00:09:21,760 of the line really unifies everything 250 00:09:19,760 --> 00:09:23,360 and takes it that last step to fully 251 00:09:21,760 --> 00:09:24,800 feel filmic if you want to try it out 252 00:09:23,360 --> 00:09:26,720 for yourself check out the link in the 253 00:09:24,800 --> 00:09:29,920 notes below and use the code film riot 254 00:09:26,720 --> 00:09:32,160 to get 10 off of nitrate logo you've 255 00:09:29,920 --> 00:09:34,880 definitely already heard of luts but 256 00:09:32,160 --> 00:09:36,720 what is a lut a lut or a lookup table is 257 00:09:34,880 --> 00:09:39,440 a file containing instructions for 258 00:09:36,720 --> 00:09:41,680 replacing one rgb value with another 259 00:09:39,440 --> 00:09:43,680 based on hue luminance and saturation 260 00:09:41,680 --> 00:09:45,760 really you can think of it as a color 261 00:09:43,680 --> 00:09:48,240 filter a lut only affects colors and 262 00:09:45,760 --> 00:09:50,399 luminance and cannot contain effects so 263 00:09:48,240 --> 00:09:52,800 while a lut can adjust your color and 264 00:09:50,399 --> 00:09:55,200 contrast a lot cannot add grain 265 00:09:52,800 --> 00:09:57,440 vignettes reduce noise correct chromatic 266 00:09:55,200 --> 00:09:59,040 aberrations and so on luts are often 267 00:09:57,440 --> 00:10:01,279 used to facilitate color space 268 00:09:59,040 --> 00:10:03,360 conversions for example converting a log 269 00:10:01,279 --> 00:10:05,440 image to rec 709 like we talked about 270 00:10:03,360 --> 00:10:08,000 before they're also used for calibration 271 00:10:05,440 --> 00:10:10,000 of screens and these type of luts would 272 00:10:08,000 --> 00:10:12,240 be called technical luts an excellent 273 00:10:10,000 --> 00:10:14,399 use of luts in production is to see 274 00:10:12,240 --> 00:10:16,399 something close to the final intended 275 00:10:14,399 --> 00:10:18,720 image while shooting in log most 276 00:10:16,399 --> 00:10:20,959 monitors do have the ability to load a 277 00:10:18,720 --> 00:10:23,200 lut and many cameras do as well so you 278 00:10:20,959 --> 00:10:25,519 could create a unique lut that will be 279 00:10:23,200 --> 00:10:28,320 your final look or use a standard rec 280 00:10:25,519 --> 00:10:31,200 709 but then of course you have creative 281 00:10:28,320 --> 00:10:33,120 luts creative luts have many uses they 282 00:10:31,200 --> 00:10:35,360 obviously facilitate the work of color 283 00:10:33,120 --> 00:10:37,200 grading by applying a ready-to-use look 284 00:10:35,360 --> 00:10:39,040 to the video clips that will harmonize 285 00:10:37,200 --> 00:10:41,120 the entire edit they can also serve as a 286 00:10:39,040 --> 00:10:43,519 final touch or starting point for an 287 00:10:41,120 --> 00:10:46,000 intricate original look and thanks to 288 00:10:43,519 --> 00:10:48,320 luts we can easily switch from one style 289 00:10:46,000 --> 00:10:50,880 to another auditioning looks and moving 290 00:10:48,320 --> 00:10:53,360 right along let's also act pixel by 291 00:10:50,880 --> 00:10:55,360 pixel so they are extremely precise but 292 00:10:53,360 --> 00:10:57,680 it's important to remember that a lut is 293 00:10:55,360 --> 00:10:59,760 just a tool so its effectiveness depends 294 00:10:57,680 --> 00:11:01,839 on its use a chainsaw is more efficient 295 00:10:59,760 --> 00:11:03,440 than a manual saw as long as you know 296 00:11:01,839 --> 00:11:05,440 how to use it correctly and don't lop 297 00:11:03,440 --> 00:11:07,519 your own arm off the common mistake with 298 00:11:05,440 --> 00:11:09,920 creative luts is being overdone with 299 00:11:07,519 --> 00:11:11,360 their use almost all tools that support 300 00:11:09,920 --> 00:11:13,839 luts allow you to play with the 301 00:11:11,360 --> 00:11:16,160 intensity of the lut so for example if 302 00:11:13,839 --> 00:11:19,040 we use a lut as a final touch let's 303 00:11:16,160 --> 00:11:21,279 apply it to around 25 to 50 percent max 304 00:11:19,040 --> 00:11:23,760 for a solid end result without pushing 305 00:11:21,279 --> 00:11:25,920 it too far most video editing software 306 00:11:23,760 --> 00:11:27,680 offers built-in color grading tools some 307 00:11:25,920 --> 00:11:29,760 are more advanced than others but all 308 00:11:27,680 --> 00:11:31,440 decent software will be good enough to 309 00:11:29,760 --> 00:11:33,760 get a workable end result but the best 310 00:11:31,440 --> 00:11:35,680 bit of software for post color is by far 311 00:11:33,760 --> 00:11:37,279 davinci resolve davinci resolve from 312 00:11:35,680 --> 00:11:39,440 blackmagic design was initially 313 00:11:37,279 --> 00:11:42,240 exclusively dedicated to color grading 314 00:11:39,440 --> 00:11:43,760 and reserved mainly for pro colorist but 315 00:11:42,240 --> 00:11:45,440 of course the software continued to 316 00:11:43,760 --> 00:11:47,360 evolve into what we have today a 317 00:11:45,440 --> 00:11:49,360 complete post-production suite 318 00:11:47,360 --> 00:11:51,839 accessible to everyone since you can get 319 00:11:49,360 --> 00:11:53,279 it for free right now there is a studio 320 00:11:51,839 --> 00:11:55,279 version that lets you get more but the 321 00:11:53,279 --> 00:11:56,880 free version is loaded with everything 322 00:11:55,279 --> 00:11:58,000 that you would need to take your project 323 00:11:56,880 --> 00:12:00,079 all the way through post there are 324 00:11:58,000 --> 00:12:01,839 several strengths that make resolve one 325 00:12:00,079 --> 00:12:04,639 of the leading color grading tools the 326 00:12:01,839 --> 00:12:06,880 first is its use of nodes like layers in 327 00:12:04,639 --> 00:12:09,360 photoshop nodes allow you to add 328 00:12:06,880 --> 00:12:11,839 adjustments and effects in an organized 329 00:12:09,360 --> 00:12:14,160 and non-destructive way it's then easy 330 00:12:11,839 --> 00:12:16,399 to rework upstream and downstream of 331 00:12:14,160 --> 00:12:18,720 each step the nodes also give you great 332 00:12:16,399 --> 00:12:20,959 visual workflow to facilitate the work 333 00:12:18,720 --> 00:12:22,880 then you have its masking capabilities 334 00:12:20,959 --> 00:12:24,639 and tracking tools in a few clicks we 335 00:12:22,880 --> 00:12:26,639 can select and correct the skin tones on 336 00:12:24,639 --> 00:12:28,320 an actor's face and track it to that 337 00:12:26,639 --> 00:12:30,160 area we can also use power windows to 338 00:12:28,320 --> 00:12:32,000 isolate a part of the image and apply 339 00:12:30,160 --> 00:12:34,079 correction and effects to it but you may 340 00:12:32,000 --> 00:12:36,160 not want to dive into resolve or learn 341 00:12:34,079 --> 00:12:38,480 new software or get that advanced in 342 00:12:36,160 --> 00:12:40,480 those cases what you have is likely more 343 00:12:38,480 --> 00:12:42,399 than enough like using the lumetri panel 344 00:12:40,480 --> 00:12:45,120 in premiere pro or the tools in final 345 00:12:42,399 --> 00:12:47,279 cut pro x in the end the software is 346 00:12:45,120 --> 00:12:49,360 just a tool when we work on the color 347 00:12:47,279 --> 00:12:51,600 correction or color grading of an image 348 00:12:49,360 --> 00:12:53,760 we absolutely have to control what we 349 00:12:51,600 --> 00:12:55,200 are doing with the scopes scopes may 350 00:12:53,760 --> 00:12:57,200 seem scary at first but they are 351 00:12:55,200 --> 00:12:59,360 essentially tools that ensure that our 352 00:12:57,200 --> 00:13:01,360 modifications do not degrade the image 353 00:12:59,360 --> 00:13:03,680 so we can control the balance overall 354 00:13:01,360 --> 00:13:05,440 scopes are more reliable than our eye so 355 00:13:03,680 --> 00:13:07,040 it's perfect for that use there are many 356 00:13:05,440 --> 00:13:09,200 different scopes but let's take a look 357 00:13:07,040 --> 00:13:10,639 at the three main ones the waveform is a 358 00:13:09,200 --> 00:13:11,920 graph that gives you important 359 00:13:10,639 --> 00:13:12,959 information about your image your 360 00:13:11,920 --> 00:13:14,800 highlights and low lights are 361 00:13:12,959 --> 00:13:16,480 represented vertically with everything 362 00:13:14,800 --> 00:13:18,959 at the top being pure white and at the 363 00:13:16,480 --> 00:13:20,880 bottom pure black so here we can easily 364 00:13:18,959 --> 00:13:23,040 check that our image does not include 365 00:13:20,880 --> 00:13:24,880 over or under exposure areas if i 366 00:13:23,040 --> 00:13:26,480 exclusively increase the brightness of 367 00:13:24,880 --> 00:13:28,160 my image you can see the waveform 368 00:13:26,480 --> 00:13:30,399 crashing against the top of the graph 369 00:13:28,160 --> 00:13:32,160 showing that clipping and vice versa if 370 00:13:30,399 --> 00:13:34,560 i reduce the brightness then we have the 371 00:13:32,160 --> 00:13:36,720 rgb parade which is nothing more than a 372 00:13:34,560 --> 00:13:39,120 waveform broken down into three graphs 373 00:13:36,720 --> 00:13:40,560 red green and blue with the rgb parade 374 00:13:39,120 --> 00:13:42,480 we can check that our image is neither 375 00:13:40,560 --> 00:13:44,639 overexposed or underexposed but also 376 00:13:42,480 --> 00:13:46,800 ensure that its rgb balance is correct 377 00:13:44,639 --> 00:13:48,560 if our image contains a blue color cast 378 00:13:46,800 --> 00:13:50,560 for example we will see that blue 379 00:13:48,560 --> 00:13:53,279 graphic shift up compared to the red and 380 00:13:50,560 --> 00:13:55,360 green so we can use the rgb parade to 381 00:13:53,279 --> 00:13:57,360 control our white balance and finally 382 00:13:55,360 --> 00:13:59,440 the vector scope it's quite a different 383 00:13:57,360 --> 00:14:01,279 chart that comes in a circular form in 384 00:13:59,440 --> 00:14:03,519 the center of the graph as our image all 385 00:14:01,279 --> 00:14:05,760 around that we find the hues arranged in 386 00:14:03,519 --> 00:14:07,920 the same way as on the wheels right at 387 00:14:05,760 --> 00:14:10,000 the top yellow on the left blue on the 388 00:14:07,920 --> 00:14:12,079 right green at the bottom the more we 389 00:14:10,000 --> 00:14:14,399 move away from the center the more 390 00:14:12,079 --> 00:14:16,399 saturation increases if i deliberately 391 00:14:14,399 --> 00:14:18,240 push the blue to an extreme we can see 392 00:14:16,399 --> 00:14:20,320 the graph moving away from the center 393 00:14:18,240 --> 00:14:22,480 therefore a properly balanced image will 394 00:14:20,320 --> 00:14:24,320 be represented by a well-positioned 395 00:14:22,480 --> 00:14:26,399 graph in the center of the vector scope 396 00:14:24,320 --> 00:14:28,959 the vector scope has a tool that can be 397 00:14:26,399 --> 00:14:30,800 useful the skin tone indicator in theory 398 00:14:28,959 --> 00:14:33,199 the skin tones of our image should be 399 00:14:30,800 --> 00:14:35,760 positioned on this line otherwise they 400 00:14:33,199 --> 00:14:38,000 will either be too pink or too orange to 401 00:14:35,760 --> 00:14:40,160 check this we can isolate the skin tones 402 00:14:38,000 --> 00:14:41,839 with a power window or a mask and look 403 00:14:40,160 --> 00:14:43,600 at where they are positioned on the 404 00:14:41,839 --> 00:14:45,360 vector scope as you can see the scopes 405 00:14:43,600 --> 00:14:47,279 are a very important tool since after a 406 00:14:45,360 --> 00:14:49,680 while your eyes may lie to you but the 407 00:14:47,279 --> 00:14:52,079 scopes never will you probably already 408 00:14:49,680 --> 00:14:53,839 know the rgb curve which allows us to 409 00:14:52,079 --> 00:14:56,160 correct the brightness of our image as 410 00:14:53,839 --> 00:14:58,399 well as its contrast either globally or 411 00:14:56,160 --> 00:15:00,320 individually on each channel red green 412 00:14:58,399 --> 00:15:02,320 and blue but then we have slightly 413 00:15:00,320 --> 00:15:04,320 different curves the huever sat curve 414 00:15:02,320 --> 00:15:06,480 allows you to modify the saturation 415 00:15:04,320 --> 00:15:08,399 based on a hue for example if i wanted 416 00:15:06,480 --> 00:15:11,120 to increase the saturation of the blues 417 00:15:08,399 --> 00:15:12,880 i can move up just that area here or i 418 00:15:11,120 --> 00:15:15,120 could use the eyedropper to select a 419 00:15:12,880 --> 00:15:17,440 color directly from my image the sat 420 00:15:15,120 --> 00:15:19,440 verse loom curve allows you to modify 421 00:15:17,440 --> 00:15:21,760 the luminance of a color based on its 422 00:15:19,440 --> 00:15:23,680 hue so if i position a point in the red 423 00:15:21,760 --> 00:15:25,680 orange you can see i can lighten or 424 00:15:23,680 --> 00:15:27,519 darken the skin tones of this image 425 00:15:25,680 --> 00:15:29,440 right here the loom verse sat curve 426 00:15:27,519 --> 00:15:31,759 allows you to reduce or increase 427 00:15:29,440 --> 00:15:33,600 saturation based on luminance so we can 428 00:15:31,759 --> 00:15:35,839 adjust the color saturation in the 429 00:15:33,600 --> 00:15:38,639 highlights and shadows and finally the 430 00:15:35,839 --> 00:15:41,440 hue vs hue curve allows you to modify 431 00:15:38,639 --> 00:15:43,600 the hue based on a hue like the skin 432 00:15:41,440 --> 00:15:45,519 tones if i place a point right here you 433 00:15:43,600 --> 00:15:47,440 can move up or down and you see the hue 434 00:15:45,519 --> 00:15:49,440 of the skin tones changed drastically 435 00:15:47,440 --> 00:15:51,600 it's a very convenient and quick way to 436 00:15:49,440 --> 00:15:53,759 do small adjustments and now that we've 437 00:15:51,600 --> 00:15:55,759 had an overview let's take a look at the 438 00:15:53,759 --> 00:15:57,920 entire process at work here we have a 439 00:15:55,759 --> 00:16:01,040 scene shot and log my timeline is rec 440 00:15:57,920 --> 00:16:03,920 709 so i import my log clip and apply a 441 00:16:01,040 --> 00:16:05,839 log to rec 709 conversion at the last 442 00:16:03,920 --> 00:16:08,000 node we place it at the end so that we 443 00:16:05,839 --> 00:16:09,680 can work on the wide dynamic range of 444 00:16:08,000 --> 00:16:11,360 the image before that shift for the 445 00:16:09,680 --> 00:16:13,040 second step we'll do our color 446 00:16:11,360 --> 00:16:14,720 correction first we will correct the 447 00:16:13,040 --> 00:16:17,199 white balance and adjust the exposure 448 00:16:14,720 --> 00:16:19,839 contrast and saturation my waveform and 449 00:16:17,199 --> 00:16:21,680 the rgb parade tells me that my image is 450 00:16:19,839 --> 00:16:23,839 properly balanced with no over or 451 00:16:21,680 --> 00:16:26,320 underexposed areas on this scene i want 452 00:16:23,839 --> 00:16:28,240 to create a teal and orange blockbuster 453 00:16:26,320 --> 00:16:30,480 type look and i'll help that along with 454 00:16:28,240 --> 00:16:33,600 a creative lut here i'm using bloodshot 455 00:16:30,480 --> 00:16:36,240 from our cinematic b5 pack this lut is 456 00:16:33,600 --> 00:16:38,079 profiled for rec 709 so i apply it after 457 00:16:36,240 --> 00:16:40,560 my conversion node and like i said 458 00:16:38,079 --> 00:16:42,160 before we are using it as a final touch 459 00:16:40,560 --> 00:16:43,839 so we're going to set it to about 50 460 00:16:42,160 --> 00:16:45,519 percent now we can do our color grading 461 00:16:43,839 --> 00:16:47,680 using the white balance to influence how 462 00:16:45,519 --> 00:16:49,360 the creative lut looks i'll push some 463 00:16:47,680 --> 00:16:51,519 warmth into the highlights then reduce 464 00:16:49,360 --> 00:16:53,519 the saturation a bit correct skin tones 465 00:16:51,519 --> 00:16:56,000 here then i'll add a bit of glow for a 466 00:16:53,519 --> 00:16:58,399 cinematic look and that is a very simple 467 00:16:56,000 --> 00:17:00,240 process to quickly get a solid look for 468 00:16:58,399 --> 00:17:02,160 your project and of course we are using 469 00:17:00,240 --> 00:17:04,160 our luts here if you are interested in 470 00:17:02,160 --> 00:17:05,679 finding out more about those check the 471 00:17:04,160 --> 00:17:07,600 link in the notes below we have all 472 00:17:05,679 --> 00:17:09,839 kinds of different looks from horror to 473 00:17:07,600 --> 00:17:11,760 action and everything in between so jump 474 00:17:09,839 --> 00:17:13,199 over to tryingdigital.com for more of 475 00:17:11,760 --> 00:17:14,880 that but we're also going to be doing a 476 00:17:13,199 --> 00:17:16,400 lot more color grading tutorials so if 477 00:17:14,880 --> 00:17:18,079 you aren't subscribed consider doing 478 00:17:16,400 --> 00:17:20,000 that and hit the bell to be notified 479 00:17:18,079 --> 00:17:21,919 when we do put up new stuff until next 480 00:17:20,000 --> 00:17:24,380 time don't forget to write shoot edit 481 00:17:21,919 --> 00:17:41,520 repeat 482 00:17:24,380 --> 00:17:43,600 [Music] 483 00:17:41,520 --> 00:17:43,600 you 35135

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