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Hi, my name is
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Daria and I'm a colorist
and a into resolve master trainer.
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Today we're going to be looking
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at some more advanced concepts
in DaVinci Resolve Color page.
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If you've not yet seen the first video
in the series, I suggest you
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check it out so that you're more familiar
with some of the core concepts
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of the color page
before following along with this one.
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But if you feel you're ready,
let's jump into it.
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I've already got my project set up,
so this was also a dry
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and I have my timeline open
in this project.
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I would like to set up color management
before I begin color grading.
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Color management is an internal process
and dive into resolve that re maps
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the starting point of all your clips
to a single working color space.
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So for example, right now you can see
I have a series of clips on my timeline,
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all with different sources
and different codecs.
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Based on these codec names.
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I can see that
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some of the clips have come directly
from one of our black magic cameras.
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So these are in the Blackmagic
raw standard,
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whereas some of the other clips
have been transcode.
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So we have able progress
and the index h.r.
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Which are some common intermediary codec
standards.
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This means that the way
that the color information
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in these clips is encoded
is slightly different.
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So with color management, we can remap
all of these into a single working
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standard that will allow
the color tools in the cover page
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to operate consistently and smoothly
producing nice, beautiful results.
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Another reason why we use
color management is
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so that we can control
our deliverable outputs.
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So there's a lot of different standards
that we deliver to,
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for example,
cinema projection, television, broadcast,
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online, streaming services
and of course the Internet.
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All of these use different transmission
technologies
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or different display standards.
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And for that reason we have different
color standards to deliver to.
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If you were grading a non color
managed project, you would have
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to hypothetically regrade your project
for every one of those standards.
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But with color management enabled,
it's enough for you to simply change
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the output standard that you're
delivering to
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and automatically
all of your grades will be remapped.
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So let's set this up
in the project settings
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which you can access via the gear icon
in the bottom right corner of the program.
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Going to click once
and then in the sidebar on the left,
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I'm going to navigate
to the color management section.
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By default, the color science is set to Da
Vinci y RG b,
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which is essentially like
disabling color management.
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I am going to select my dropdown list
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and enable it by selecting DaVinci. Why?
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To be color managed.
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When I do
this, I reveal some additional controls.
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Right now we have a dropdown
for Resolve color management preset
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and it's assuming that I want to deliver
for conventional streaming online.
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You can see a slight description
underneath telling you exactly
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what the standard is used for.
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If I click on this dropdown,
I can see that
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there's a lot of other standards
represented.
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As I mentioned, things like broadcast
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and cinema are all covered
as well as SDR and HDR deliverables.
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I am going to choose a standard
that's going to allow me to futureproof
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my project.
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Future proofing means
that if something comes up down the line
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and I need to deliver to a new standard
that I hadn't considered or one
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that might potentially not even exist yet,
I can still do so with this project.
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The standard is called
The Vinci wide Gamut and it far exceeds
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any other standards
currently represented in this list.
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So pick The Vinci wide gamut.
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And then
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underneath that I am being prompted for
an output color space and as you are color
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grading, this should represent the monitor
that you're using for the color grade.
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In my case, I'm on a color grading monitor
set to the rec
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seven or nine gamma two for standard.
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If you are grading
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on your computer monitor,
you might want to check out what standard
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it currently uses and set your output
color space to match
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when you creating deliverables
for other standards
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for things like broadcast and cinema,
you will need to look up what those
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deliverable requirements are and set
the output color space accordingly.
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The only general rule here is that
you want to start with the widest possible
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gamut and then work your way down
as you start creating your deliverables.
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But in my case,
this is the widest standard I need.
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It's rec seven and then Gamma to four.
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I'm going to click Save.
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And if I just before I do that, I'm
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going to move my project settings
window out of the way and I'll keep
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an eye on the viewer as I do this
so I can see the change occur.
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Right? So
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hopefully you'll notice the color shifted
became a little bit more saturated.
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There's a touch more contrast.
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It's starting to look more like real life.
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So we're now no longer seeing this like
log encoded version of the video clips.
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Feel free to navigate
between these clips using the arrow keys
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to see that all of the colors
have been shifted and all of the clips
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look closer to each other
as well as a starting point.
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So now I can begin color grading,
know that I am within a very safe standard
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for color grading.
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All of my tools are going to behave
in a consistent manner
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and I can always change my output
color space if I needed to.
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So how does the vintage resolve
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know what the starting point
of all your footage is?
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Sometimes it doesn't know,
sometimes it does.
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For example,
when you're working with raw media,
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any of the raw standards currently
supported by DaVinci Resolve will
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automatically be remapped into the working
color space that you've set up.
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If I go back into my project settings,
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I can click on the camera raw
tab in the sidebar
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and look at my raw profiles
to see all of the different raw standards
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currently supported.
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All of these
will automatically be remapped,
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so I don't have to worry
about any of the clips that have
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blackmagic
raw written under them in the codex.
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However, for clips
that have been transcode.
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So I will progress the each h.r.
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Because of the nature of transcoding,
we are losing some of the metadata
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associated with these clips
when they were originally captured.
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So we don't actually know
what the starting point is in this case.
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We would probably have to either
look up our camera specs
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if we were the ones
who shot the footage ourselves
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or get in contact with the camera operator
or DP from the project
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and find out what color standard
they shot in.
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We can then right
click on any of the clips on the timeline
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and make changes
to make sure that the input color space
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of the clips is specified
and it matches their origin.
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So clip number seven, for example,
has already been set up.
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I can navigate to input color space
and I can see that this was captured
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on a Blackmagic design camera 4.6 k
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film using the generation one Color space,
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and so that has already been set up
and remapped.
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Other times you might decide
that you don't want to apply
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color management on certain clips
or certain graphics, for example,
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in which case you can choose to bypass
color management altogether.
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With this clip, for example,
the color management has occurred,
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but I might find that
it's a little extreme
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around the highlights,
which are looking a bit saturated.
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I can right click on clip number
ten and select bypass color Management.
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And in that case, I go back
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to that log look, but at least I feel like
I have a little bit more control
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over how I set up my contrast
and my saturation from the get go.
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The downside of disabling
color management, though, on clips
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is that if you decide
to change your output color
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space to a different deliverable standard,
that clip will not react
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and it will not be remapped,
which means you will have to recreate it.
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So you should avoid bypassing
color management whenever possible.
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And then finally,
if all of your media is originating
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from the same camera source,
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it makes sense to set it
up in the project settings
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rather than the individual
input color spaces.
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If I go back to my project
settings controls the color management,
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I will need to return
to my color management
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preset parameter and change it to custom.
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When I do that,
any of the settings associated
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with DaVinci
White Gamuts will reveal themselves
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and packed into all of these
individual customizable parameters.
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So now I can set my input color space
into whichever camera standard I wish,
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but in this case
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I'm happy to leave the default settings
as they are.
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I'm going to click
cancel and continue working.
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The next thing I'd like to take a look at
is the Node editor and the first video.
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We used a Node editor primarily
for organizing our grades.
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We had separate nodes for balancing,
for creating contrast and looks.
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But in this video,
I'd like to take a closer look at what
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the Node editor can do for us
and why Node order matters.
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So I would like to perform
a series of exercises with you and test
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you on how
well you understand the signal flow.
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Hopefully when you complete
these exercises, you'll develop
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more confidence in using the node editor
and understanding how to break up
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the different stages of your color
grading process.
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I have clip number one selected
and the first thing I would like to do
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is turn this into a black and white image.
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If you've already used the primaries
palette and the adjustment controls,
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you'll be familiar
with the saturation parameter.
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So you know that it's enough
to drag that down to zero or just select
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the numeric field and type zero in order
to produce a black and white image.
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But I have another way of doing this
that I prefer.
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So I will double click the saturation
parameter to reset it, and I
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will go to a different palette in the left
palettes called the rugby mixer.
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In this palette, I'm able to instantly
turn this image black and white
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by navigating down to the monochrome
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parameter and clicking the checkbox
and now have a black and white image.
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But I also have some additional control
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over the individual red,
green and blue channel strengths.
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I can drag these color bars
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and increase the intensity
of the red channel, for example,
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which will elevate things like skin tones
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or anything
that's got earthy or brown colors,
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or I can do the same thing
for my green output.
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This will affect
natural elements like trees.
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And then finally,
I can also do the same thing
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for the blue channel, which tends
to affect things like skies and water.
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I will reset the green and blue
and just leave my red channel elevated
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so that I have a slightly brighter image
than I had originally.
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I will label this node call this black
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and white to VW
and then create a new serial.
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So far we've been using
the contextual menu to add
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new serial corrector nodes,
but I can also use a shortcut
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which is option s on a mac or alt
s on a PC.
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So it's a nice quick way to generate
new character nodes.
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And this node I will use to turn the image
into a sepia tone.
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The sepia is kind of
like a reddish brown tone
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that's most commonly associated
with older photography,
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so I'll give it a label in the note
editor.
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Return back to my color wheels
and I'm going to drag the gamma wheel
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towards this orange
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red until I get that exact look.
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All right, So this is the first question
I'd like to ask you.
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The first test.
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What will happen if I switched
the order of those two notes?
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Will it make a difference?
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And what will we end up
seeing in the viewer?
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If we follow the video
signal from left to right,
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we can read the first note
as being the RGV input.
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This is where the original video
signal enters.
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We travel to the right.
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You can see there's an entrance arrow
to the black and white node
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where the image gets turned
black and white.
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The signal then continues into the s.p.a.,
where we then turn it into this orange.
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You read Finally
the signal continues into the RGV output,
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which is what we end up
seeing in the viewer.
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So the order does matter.
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But what will happen visually right now,
if I change the order, these two around,
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there's a couple of ways
to accomplish this.
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One way you should know about
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is being able to extract the node
from the connection line.
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I'm going to select the node
press e on my keyboard e for extract
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the node
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pops off and I can now move my black
and white to the side
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and make room to place
the sepia toned over there.
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When I drop it off,
I will see the result in the viewer.
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And if anyone was thinking to themselves,
the image will definitely be black
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and white, because that's
the very last action that we perform.
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Then you were right.
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But does that mean that the S.p.a.
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didn't matter at all,
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00:12:33,600 --> 00:12:36,600
since it's essentially being overwritten
by the black and white?
234
00:12:36,800 --> 00:12:39,040
Well, no, not necessarily.
235
00:12:39,040 --> 00:12:41,000
Remember, we were using the S.p.a.
236
00:12:41,000 --> 00:12:44,000
in order to increase
the amount of warmth in the image.
237
00:12:44,120 --> 00:12:49,720
And when we were working in the RGV mixer,
we specifically increased the red
238
00:12:49,720 --> 00:12:55,320
channel strength that makes this node
particularly sensitive to rent.
239
00:12:55,400 --> 00:12:56,760
If I disable the S.p.a.
240
00:12:56,760 --> 00:12:59,760
right now by clicking on its number,
241
00:12:59,840 --> 00:13:00,240
this will
242
00:13:00,240 --> 00:13:03,240
have an impact on the way
that the black and white image looks.
243
00:13:03,360 --> 00:13:07,480
And in fact, if I go back to sepia, back
to that gamma wheel and start to move it
244
00:13:07,480 --> 00:13:11,560
around, I will continue to have an impact
on the black and white node.
245
00:13:11,640 --> 00:13:15,600
So hopefully this small exercise
demonstrated that node order
246
00:13:15,600 --> 00:13:18,720
absolutely does matter and nodes
247
00:13:18,720 --> 00:13:22,560
always impact one another,
even if it's not immediately obvious.
248
00:13:22,640 --> 00:13:26,920
I'm going to reset my note editor
by right clicking in an empty
249
00:13:26,920 --> 00:13:32,320
area of the node graph and choosing reset
all grades and nodes.
250
00:13:32,400 --> 00:13:37,000
So let's take a closer
look at a single corrector node's anatomy.
251
00:13:37,080 --> 00:13:39,840
You'll see that there are two inputs
252
00:13:39,840 --> 00:13:42,560
and two outputs at the top.
253
00:13:42,560 --> 00:13:47,280
The green input and output carry
the video's RTP data.
254
00:13:47,360 --> 00:13:50,000
So that is the actual pixel information.
255
00:13:50,000 --> 00:13:52,400
Red, green and blue pixel values.
256
00:13:52,400 --> 00:13:56,800
Underneath that you have the blue or key
input and output.
257
00:13:56,880 --> 00:14:01,280
This will carry all of your key
or matched data.
258
00:14:01,360 --> 00:14:04,680
So for example, if you're using power
windows or qualifiers
259
00:14:04,680 --> 00:14:08,400
or even external mattes,
you can reuse this data
260
00:14:08,400 --> 00:14:12,960
using these blue input and output signals
For the next exercise.
261
00:14:12,960 --> 00:14:15,960
I'd like to take a look
at destructive workflows.
262
00:14:16,040 --> 00:14:17,880
So the very first thing I'm going to do on
this clip
263
00:14:17,880 --> 00:14:21,560
is to completely crush
the shadows, to imitate,
264
00:14:21,640 --> 00:14:25,800
you know, setting up a very harsh contrast
at the beginning of your workflow.
265
00:14:25,880 --> 00:14:29,680
I will, first of all, label this node.
266
00:14:29,760 --> 00:14:31,680
I'll call it Lift,
267
00:14:31,680 --> 00:14:33,800
because I will be adjusting the lift
Master will.
268
00:14:33,800 --> 00:14:38,480
We'll go into my primary colors
and I will drag the mass wheel
269
00:14:38,520 --> 00:14:42,280
to the left, down, down, down a lot
270
00:14:42,280 --> 00:14:46,160
lower than I would
normally ever do in an actual grade.
271
00:14:46,240 --> 00:14:47,600
There we go. So it's nice and cross.
272
00:14:47,600 --> 00:14:50,440
You can see a lot of the data
in the image has disappeared.
273
00:14:50,440 --> 00:14:55,720
We can virtually just only see the sky
and this outline of our models face
274
00:14:55,800 --> 00:14:56,600
everything else.
275
00:14:56,600 --> 00:15:01,000
If I disable
the snow, you can see has disappeared.
276
00:15:01,080 --> 00:15:04,680
If you look in the scopes,
you will also witness the waveform also
277
00:15:04,680 --> 00:15:09,280
being crushed towards the very bottom here
against the black point.
278
00:15:09,360 --> 00:15:11,160
All right. So all of that is gone.
279
00:15:11,160 --> 00:15:14,280
I am going to
create another character node
280
00:15:14,360 --> 00:15:16,960
option S or alt s,
281
00:15:16,960 --> 00:15:19,960
and then I would like to approach you
with the second question.
282
00:15:19,960 --> 00:15:23,200
Can we restore this video signal,
283
00:15:23,280 --> 00:15:26,280
all of that data
that we just crushed in the shadows?
284
00:15:26,280 --> 00:15:29,360
And to add a layer of difficulty,
I would like to ask
285
00:15:29,360 --> 00:15:33,600
if we can restore it using another tool
other than the lift master wheel.
286
00:15:33,600 --> 00:15:36,160
So for example, the curves,
287
00:15:36,160 --> 00:15:38,520
I will name my node accordingly.
288
00:15:38,520 --> 00:15:40,920
While you think it over
289
00:15:40,920 --> 00:15:43,120
and then we'll take a look.
290
00:15:43,120 --> 00:15:45,920
I'm going to drag my mouse
over to the curves here,
291
00:15:45,920 --> 00:15:49,920
create a new point, drag upwards.
292
00:15:50,000 --> 00:15:53,400
And at first it certainly does
feel like we have fallen
293
00:15:53,400 --> 00:15:55,160
into a destructive workflow.
294
00:15:55,160 --> 00:15:59,160
As I try to brighten this image,
I will find that I'm not able
295
00:15:59,160 --> 00:16:01,200
to restore the data or to improve it.
296
00:16:01,200 --> 00:16:04,160
In fact, I appear to be distorting
it even further, right,
297
00:16:04,160 --> 00:16:07,880
Because we're increasing
the saturation, were blowing it out
298
00:16:07,960 --> 00:16:10,800
and we're not getting any of that data
back in the shadows.
299
00:16:10,800 --> 00:16:12,840
If I look in the scopes, I also feel
300
00:16:12,840 --> 00:16:17,600
that the bottom of the waveform
is permanently stuck to the floor.
301
00:16:17,680 --> 00:16:18,040
All right.
302
00:16:18,040 --> 00:16:20,160
So the
thing is, the reason this is happening
303
00:16:20,160 --> 00:16:24,160
is because I'm targeting
the wrong tonal range for this image.
304
00:16:24,240 --> 00:16:27,000
Because when we crushed
that using the lift,
305
00:16:27,000 --> 00:16:30,240
the lift primarily goes after
the black point of the image
306
00:16:30,240 --> 00:16:35,520
and then linearly tapers off
and affects the rest of the waveform.
307
00:16:35,600 --> 00:16:38,640
What we're targeting
by dragging the middle of our curve
308
00:16:38,640 --> 00:16:40,680
is more in the gamma range.
309
00:16:40,680 --> 00:16:44,960
So I'm going to right
click on this control point to reset it.
310
00:16:45,040 --> 00:16:48,640
Go down here
towards the black point of the curve
311
00:16:48,720 --> 00:16:51,000
and drag upwards.
312
00:16:51,000 --> 00:16:54,960
And here you can see
we have been able to restore the image.
313
00:16:55,040 --> 00:16:57,360
The waveform is restored in the scopes.
314
00:16:57,360 --> 00:17:02,080
So all of that fine data, all of those
shapes, they're no longer flat.
315
00:17:02,160 --> 00:17:03,480
And as I keep dragging it up,
316
00:17:03,480 --> 00:17:07,120
I can see that everything looks
really clean back in the image.
317
00:17:07,200 --> 00:17:09,480
So if I drag it to roughly
the same position,
318
00:17:09,480 --> 00:17:13,040
you know, to counteract that -20,
I can get back all the details.
319
00:17:13,280 --> 00:17:18,560
If I press shift D, I can bypass
the entire pipeline and see the results.
320
00:17:18,600 --> 00:17:20,520
If I just get a little bit darker,
321
00:17:20,520 --> 00:17:22,920
then you can't even tell the difference
when I bypass.
322
00:17:22,920 --> 00:17:26,560
So it's almost like the lift
crushing had no effect.
323
00:17:26,640 --> 00:17:29,680
So does that mean you should feel
comfortable crushing your shadows
324
00:17:29,680 --> 00:17:34,000
or establishing a really intense contrast
very early on in your pipeline?
325
00:17:34,040 --> 00:17:35,640
No, not necessarily.
326
00:17:35,640 --> 00:17:39,440
Even though this exercise proved
that digital media cannot
327
00:17:39,560 --> 00:17:42,480
really be destroyed within the pipeline,
328
00:17:42,480 --> 00:17:46,560
it also shows that we can accidentally end
up falling into these workflows
329
00:17:46,560 --> 00:17:50,200
where we could lose track of our shadows
or our highlights
330
00:17:50,280 --> 00:17:53,600
and not be able to restore them
because we don't always know
331
00:17:53,600 --> 00:17:57,080
how to perfectly counteract
something that we did in an earlier note.
332
00:17:57,160 --> 00:18:01,680
I wouldn't, for example, only use the lift
master wheel to establish contrast.
333
00:18:01,920 --> 00:18:04,640
I would also use the contrast
and pivot controls.
334
00:18:04,640 --> 00:18:07,640
I might use the shadow parameter
in the adjustment controls
335
00:18:07,760 --> 00:18:11,960
could use the log wheels,
and if three or four nodes
336
00:18:11,960 --> 00:18:14,080
down the pipeline,
I decide that my shadows
337
00:18:14,080 --> 00:18:17,080
are looking a little bit
bunched up or a little bit too dark.
338
00:18:17,200 --> 00:18:18,360
When I try to restore that,
339
00:18:18,360 --> 00:18:22,080
there's not going to be a single control
point or parameter that I can use.
340
00:18:22,160 --> 00:18:25,960
Chances are it will remain
kind of clumped together
341
00:18:26,040 --> 00:18:29,600
and in that case I truly am
working in a destructive workflow.
342
00:18:29,680 --> 00:18:33,520
So it's not really about the digital media
failing me so much as it is
343
00:18:33,600 --> 00:18:35,200
my treatment of the video signal.
344
00:18:35,200 --> 00:18:37,080
That's just been too aggressive.
345
00:18:37,080 --> 00:18:40,640
This is why it's usually suggested
to leave all of your creative color
346
00:18:40,640 --> 00:18:45,000
grading and all of your looks
towards the very tail end of your workflow
347
00:18:45,000 --> 00:18:48,600
or the end of the pipeline,
and use the first few notes
348
00:18:48,640 --> 00:18:52,320
to do the opposite, to clean up your video
signal as much as possible in
349
00:18:52,320 --> 00:18:55,000
preparation for the grade.
350
00:18:55,080 --> 00:18:55,400
In the
351
00:18:55,400 --> 00:18:59,280
final exercise, I want to take a look
at some of the more subtle
352
00:18:59,280 --> 00:19:03,480
effects of node order,
so I'll go back to this image once again.
353
00:19:03,480 --> 00:19:07,640
Right click in the note
editor and reset all grades and nodes.
354
00:19:07,720 --> 00:19:12,680
In the first node,
I will establish contrast.
355
00:19:12,760 --> 00:19:14,160
Nothing too dramatic.
356
00:19:14,160 --> 00:19:18,760
I'm going to go into my adjustment
controls, drag the contrast parameter
357
00:19:18,760 --> 00:19:20,400
until
358
00:19:20,400 --> 00:19:22,600
I get a nice, bold contrast.
359
00:19:22,600 --> 00:19:27,440
I really want to emphasize the sunset
coming in from the side here in the frame,
360
00:19:27,520 --> 00:19:31,440
but I'll also use the pivots
to brighten up the image slightly
361
00:19:31,520 --> 00:19:35,000
so that we can still see
the details on her face.
362
00:19:35,080 --> 00:19:36,920
And that looks really, really nice.
363
00:19:36,920 --> 00:19:41,240
A press command d to disable my contrast
node compare before and after.
364
00:19:41,320 --> 00:19:44,000
And I think that's really good
for establishing a look.
365
00:19:44,000 --> 00:19:45,840
I'll then create a new serial node.
366
00:19:45,840 --> 00:19:47,840
It's option s
367
00:19:47,920 --> 00:19:50,920
and this will be my look.
368
00:19:51,000 --> 00:19:52,440
I'll keep it extremely simple.
369
00:19:52,440 --> 00:19:58,440
I'll use the offset color wheel
to introduce a bit of blue to the image.
370
00:19:58,520 --> 00:20:01,120
And as I start dragging towards blue
371
00:20:01,120 --> 00:20:05,080
before the image even starts turning blue,
it actually goes neutral.
372
00:20:05,160 --> 00:20:06,240
And that makes sense, right?
373
00:20:06,240 --> 00:20:10,560
Because the opposite of blue is yellow
and this is a predominantly very,
374
00:20:10,560 --> 00:20:11,880
very warm image.
375
00:20:11,880 --> 00:20:14,680
So as I start to drag towards blue
and this color wheel,
376
00:20:14,680 --> 00:20:18,480
I get this really nice neutral tone and
then I can take it a little bit further
377
00:20:18,480 --> 00:20:22,880
if I do in fact want this nice, cool
look at.
378
00:20:22,920 --> 00:20:24,680
So I'll take it.
379
00:20:24,680 --> 00:20:27,480
But as far as that, not too dramatic.
380
00:20:27,480 --> 00:20:30,480
And my final question,
my final test for you is
381
00:20:30,680 --> 00:20:35,200
what will happen if I was to switch
the order of these two around?
382
00:20:35,280 --> 00:20:35,960
Will it be better?
383
00:20:35,960 --> 00:20:37,680
Will it be worse?
384
00:20:37,680 --> 00:20:39,960
Will it make a difference?
385
00:20:39,960 --> 00:20:41,760
I can switch the order in the same way
386
00:20:41,760 --> 00:20:45,000
that it did previously
by using the extract shortcut.
387
00:20:45,080 --> 00:20:47,840
But there's even a faster way
to switch the order of notes,
388
00:20:47,840 --> 00:20:54,040
and that is to hold down the command key
on a mac or the control key on a PC.
389
00:20:54,120 --> 00:20:59,080
And as you're holding it to pick up
the node and drag it to its new position
390
00:20:59,160 --> 00:21:02,160
and then you'll see that look in contrast
have switch sides
391
00:21:02,280 --> 00:21:05,480
and the image has been
substantially affected in the viewer.
392
00:21:05,480 --> 00:21:08,160
So again, node order matters.
393
00:21:08,160 --> 00:21:12,560
But to answer the question of whether it's
better or worse is impos able?
394
00:21:12,640 --> 00:21:15,480
Because all that it is is different.
395
00:21:15,480 --> 00:21:18,240
The way that the look node has affected
396
00:21:18,240 --> 00:21:22,360
the image has changed
because it was not as contrasted.
397
00:21:22,440 --> 00:21:26,040
Instead, we've applied
look to a flatter version of this image,
398
00:21:26,040 --> 00:21:30,880
which means that the blue was uniform
and then we used contrast in a later node
399
00:21:30,960 --> 00:21:34,040
to push the differences
and enhance the saturation of the image.
400
00:21:34,040 --> 00:21:36,200
And that means enhancing the blue.
401
00:21:36,200 --> 00:21:43,320
To compare the two images, I'm
going to grab a still of this second look
402
00:21:43,400 --> 00:21:44,760
and then I'll press Command Z
403
00:21:44,760 --> 00:21:47,760
to go back to my previous setup,
which was contrast
404
00:21:47,760 --> 00:21:53,000
first, followed by Look, I'll double click
the still in the gallery
405
00:21:53,080 --> 00:21:56,920
and I can either drag the pipeline back
and forth to compare the two looks,
406
00:21:57,000 --> 00:21:58,480
or I can even drag the wife
407
00:21:58,480 --> 00:22:02,600
all the way to the left of the frame so
that I'm completely filling up the viewer
408
00:22:02,680 --> 00:22:05,760
and then click the wipe button in the top
409
00:22:05,760 --> 00:22:08,760
left corner to turn it on and off.
410
00:22:08,880 --> 00:22:12,320
If you're still getting used to color
grading and you're experimenting,
411
00:22:12,560 --> 00:22:16,880
it's a good idea to do this occasionally,
to switch nodes around, to really gain
412
00:22:16,880 --> 00:22:20,480
an understanding of how video signals work
and how they get treated.
413
00:22:20,560 --> 00:22:23,600
And over time gain more confidence
about where you should be
414
00:22:23,600 --> 00:22:27,840
placing your nodes in your pipeline
to produce an optimal look.
415
00:22:27,920 --> 00:22:28,640
The next thing we'll be
416
00:22:28,640 --> 00:22:31,640
looking at
is some raw media, how to set it up
417
00:22:31,720 --> 00:22:35,400
and how to calibrate it
using the HDR palette.
418
00:22:35,480 --> 00:22:37,840
Clip Number two,
as you can probably see from the Kodak
419
00:22:37,840 --> 00:22:42,640
title, here is a blackmagic raw clip
that's got quite a wide dynamic range.
420
00:22:42,640 --> 00:22:44,360
You can see
there's a sky in the background
421
00:22:44,360 --> 00:22:45,960
and then characters in the foreground.
422
00:22:45,960 --> 00:22:51,640
I am going to navigate to the camera
raw palette and the very left of the page,
423
00:22:51,720 --> 00:22:55,960
and I can use this palette to set up
exactly how the image is debated.
424
00:22:56,040 --> 00:23:01,000
So that means how the original raw signal
is treated by DaVinci Resolve
425
00:23:01,080 --> 00:23:04,760
and then output to us in the color
standard that we have set up
426
00:23:04,760 --> 00:23:06,200
in color management.
427
00:23:06,200 --> 00:23:09,320
Because this is a raw signal
I have a lot of control over.
428
00:23:09,320 --> 00:23:10,920
It's final appearance.
429
00:23:10,920 --> 00:23:15,120
A lot of these settings and other camera
standards are baked in upon capture.
430
00:23:15,120 --> 00:23:18,440
So things like ISO and exposure
temperature
431
00:23:18,520 --> 00:23:22,000
with raw signals are able to change them
after the fact.
432
00:23:22,080 --> 00:23:26,240
Right now the ISO is set to 400,
but because of how bright the images
433
00:23:26,240 --> 00:23:29,480
and because a lot of the sky
is getting blown out, I'd like to lower
434
00:23:29,480 --> 00:23:33,000
that to say about 100 ISO
435
00:23:33,080 --> 00:23:35,800
Now, even though the foreground
has become a much darker
436
00:23:35,800 --> 00:23:40,400
and now revealed a lot more potential
for the sky at the top.
437
00:23:40,480 --> 00:23:43,680
However, if I look at my scopes,
I'll find that a lot of the sky
438
00:23:43,680 --> 00:23:46,920
data looks clipped,
which is quite unusual for raw media
439
00:23:46,920 --> 00:23:49,280
because it does capture
so many stops of light.
440
00:23:49,280 --> 00:23:52,200
It's actually very difficult to clip
any information.
441
00:23:52,200 --> 00:23:54,320
The reason
why the very top of that waveform
442
00:23:54,320 --> 00:23:57,520
appears flat is because it hasn't yet
been to debated.
443
00:23:57,600 --> 00:24:04,240
So we can select highlight recovery,
the bottom of the camera of our palette
444
00:24:04,320 --> 00:24:06,840
to perform that final debating stage.
445
00:24:06,840 --> 00:24:09,440
Now, this makes it a little bit
more processor intensive,
446
00:24:09,440 --> 00:24:12,720
but of course gives us
a more accurate result in the image.
447
00:24:12,800 --> 00:24:14,520
Hopefully when you click on the checkbox,
448
00:24:14,520 --> 00:24:18,200
you notice that a lot of the detail
in the clouds have come back in the sky,
449
00:24:18,280 --> 00:24:21,600
so I'll turn it off again
so I could see before and after it's gone
450
00:24:21,600 --> 00:24:25,560
from having a really flat gray
look to being much more pronounced.
451
00:24:25,560 --> 00:24:28,880
And it's going to be much easier to work
with when we start
452
00:24:28,960 --> 00:24:32,800
working with the HDR palette,
which I would now like to switch to.
453
00:24:32,880 --> 00:24:36,720
The HDR palette is located right
next to the primary wheels,
454
00:24:36,800 --> 00:24:40,040
but it offers you far, far more control
455
00:24:40,040 --> 00:24:43,560
over the individual
tonal ranges of the image.
456
00:24:43,640 --> 00:24:46,280
So right now
the layout looks quite similar.
457
00:24:46,280 --> 00:24:48,000
We have three wheels on the left
458
00:24:48,000 --> 00:24:51,640
with one global on the right,
which is similar to the offset.
459
00:24:51,720 --> 00:24:54,840
But then at the top of the palette,
I also have these banking controls
460
00:24:54,840 --> 00:24:58,600
that allow me to navigate across
some additional tonal ranges that we have.
461
00:24:58,680 --> 00:24:59,920
By default.
462
00:24:59,920 --> 00:25:02,600
The HDR palette comes with six
tonal ranges.
463
00:25:02,600 --> 00:25:05,160
On the left we have the dark zones.
464
00:25:05,160 --> 00:25:09,800
So from brightest to most narrow,
it's shadow, dark and black.
465
00:25:09,880 --> 00:25:12,880
And then on the right hand side
I have my light zones,
466
00:25:12,880 --> 00:25:17,080
which is from broadest light
highlight and specular.
467
00:25:17,160 --> 00:25:22,320
I can see how these tonal ranges affect
the image by jumping into the zones graph
468
00:25:22,400 --> 00:25:26,040
so I can navigate to that
using this button in the top right corner
469
00:25:26,040 --> 00:25:28,200
of the HDR palette.
470
00:25:28,280 --> 00:25:29,160
And here I can see a
471
00:25:29,160 --> 00:25:32,160
list of these tonal zones
on the left hand side.
472
00:25:32,320 --> 00:25:35,720
And when I select the zone I can see
the direction that it travels in.
473
00:25:35,720 --> 00:25:38,240
So this is the section of the image
that it affects.
474
00:25:38,240 --> 00:25:44,520
In this case, it's affecting the Midtown
to lower midtown's the shadows
475
00:25:44,600 --> 00:25:47,560
followed by the dark,
which has a narrower range of my black,
476
00:25:47,560 --> 00:25:50,560
which is essentially going
after the super blacks of the image.
477
00:25:50,760 --> 00:25:52,880
And then in reverse
we have the light zone,
478
00:25:52,880 --> 00:25:55,840
which has a great deal of overlap
with the shadow zone.
479
00:25:55,840 --> 00:25:59,200
So two stops worth
and then continues to add highlighted
480
00:25:59,200 --> 00:26:02,680
and specular for the very brightest
portions of the image.
481
00:26:02,760 --> 00:26:06,000
With this distribution,
I am able to create more intricate,
482
00:26:06,120 --> 00:26:07,880
grating changes to the image.
483
00:26:07,880 --> 00:26:11,080
I could target the shadows
separately from the midtown's.
484
00:26:11,160 --> 00:26:14,040
Unlike the primaries color wheels in which
485
00:26:14,040 --> 00:26:17,040
I have a great deal of overlap
all across the board.
486
00:26:17,280 --> 00:26:21,920
By the way, the issue of palette
is not limited to just raw media.
487
00:26:22,000 --> 00:26:25,000
You can select any standard dynamic
range clip
488
00:26:25,000 --> 00:26:29,120
and it will automatically map
its operation to that tonal range.
489
00:26:29,200 --> 00:26:32,080
So we'll continue to behave consistently
490
00:26:32,080 --> 00:26:35,040
and produce perceptually uniform results.
491
00:26:35,040 --> 00:26:38,400
But in the case of this clip,
let's start creating a grade.
492
00:26:38,480 --> 00:26:44,000
I'll begin with the global wheel, which is
going to impact the overall image,
493
00:26:44,080 --> 00:26:46,680
drag the exposure
494
00:26:46,680 --> 00:26:48,080
to brighten it up.
495
00:26:48,080 --> 00:26:50,280
So my focus, of course,
is going to be the foreground,
496
00:26:50,280 --> 00:26:51,560
which is where we can see the people.
497
00:26:51,560 --> 00:26:52,880
That's always the priority.
498
00:26:52,880 --> 00:26:55,520
And any grade.
499
00:26:55,520 --> 00:26:56,640
But then I will also want
500
00:26:56,640 --> 00:26:59,920
to rescue some of that information
and the highlights at the very top.
501
00:27:00,120 --> 00:27:02,440
That's the whole point of shooting Raw
is that
502
00:27:02,440 --> 00:27:05,240
we're able to retain all of this data.
503
00:27:05,240 --> 00:27:05,800
But right now
504
00:27:05,800 --> 00:27:09,520
I don't really have a lot of room
in which to expand this information.
505
00:27:09,600 --> 00:27:14,120
Right now, the entire sky and all its
clouds are at the very top of my scopes.
506
00:27:14,200 --> 00:27:18,200
So the first thing I need to do
is bring those a little bit lower.
507
00:27:18,280 --> 00:27:23,200
I'm going to target the highlight
range, click on the exposure controls
508
00:27:23,280 --> 00:27:28,400
and right to the
left to darken that section.
509
00:27:28,480 --> 00:27:29,520
Okay,
510
00:27:29,520 --> 00:27:32,800
so now that I've given myself
a little bit more room in the scopes,
511
00:27:32,880 --> 00:27:36,600
I can go for the more narrow
specular range to drag
512
00:27:36,600 --> 00:27:39,920
the very tops of the waveform
upwards, thereby
513
00:27:39,920 --> 00:27:45,640
creating contrast in the clouds
and enhancing the details.
514
00:27:45,720 --> 00:27:47,480
All right, wonderful.
515
00:27:47,480 --> 00:27:52,160
And because both the highlight
and the specular ranges
516
00:27:52,160 --> 00:27:55,720
overlap, the broader light zone,
which is on the left hand side,
517
00:27:55,800 --> 00:27:59,920
I can continue to determine
how bright or dark I want the sky to be
518
00:28:00,000 --> 00:28:04,200
by adjusting
the exposure of the light range
519
00:28:04,280 --> 00:28:09,280
while still maintaining the detail
that I've just recovered in the clouds.
520
00:28:09,360 --> 00:28:12,920
And then I can also choose
to, for example, drag the control
521
00:28:12,920 --> 00:28:16,600
point of the light zone to introduce
a bit of color into that range.
522
00:28:16,680 --> 00:28:19,960
So I'm going to pick it up and drag it
slightly towards blue
523
00:28:20,040 --> 00:28:25,000
to cool the sky down and give it more
of a daylight daytime look.
524
00:28:25,080 --> 00:28:25,320
All right,
525
00:28:25,320 --> 00:28:29,040
so with the global controls
set up with my highlights recovered,
526
00:28:29,280 --> 00:28:34,440
I can now navigate or bank to my dark zone
and do the same thing for the shadows.
527
00:28:34,640 --> 00:28:38,200
I would just like to brighten up
the foreground elements a little bit, so
528
00:28:38,400 --> 00:28:41,600
I'll go for the brightest shadow
zone, increase
529
00:28:41,600 --> 00:28:45,240
the exposure.
530
00:28:45,320 --> 00:28:48,080
I would also like to make it
a little bit more saturated,
531
00:28:48,080 --> 00:28:49,720
so really reveal the colors
532
00:28:49,720 --> 00:28:52,560
and the greenery around our characters
and on their clothes.
533
00:28:52,560 --> 00:28:59,080
I'm going to click and drag
the saturation parameter
534
00:28:59,160 --> 00:29:02,160
and now I can use the dark and black zones
535
00:29:02,280 --> 00:29:05,880
to create a bit of contrast by darkening
the lower mid
536
00:29:05,960 --> 00:29:10,280
and shadows in this image.
537
00:29:10,360 --> 00:29:12,680
So let's change the exposure
538
00:29:12,680 --> 00:29:15,480
a little bit, drag it to the left,
539
00:29:15,560 --> 00:29:15,960
and then
540
00:29:15,960 --> 00:29:18,960
with the
black zone just going for the extra darks.
541
00:29:18,960 --> 00:29:23,560
So this is going to be the darkest shadows
in the wrinkles, in their clothes,
542
00:29:23,560 --> 00:29:28,560
in the spaces
between the branches and the bushes.
543
00:29:28,640 --> 00:29:28,960
All right.
544
00:29:28,960 --> 00:29:31,960
And that's given the image
a little bit more depth.
545
00:29:32,160 --> 00:29:36,160
You'll notice that all of the tonal ranges
have a couple of sliders around them.
546
00:29:36,240 --> 00:29:39,480
These determine
the position of the tonal range.
547
00:29:39,480 --> 00:29:43,080
So the cut off point,
you're able to change that position
548
00:29:43,200 --> 00:29:47,560
and determine exactly how broad or narrow
any zone is.
549
00:29:47,640 --> 00:29:50,360
Before you start adjusting these,
you probably want to check
550
00:29:50,360 --> 00:29:53,360
exactly what is being targeted
by any particular zone.
551
00:29:53,600 --> 00:29:55,680
So as well as using the Zone
graphs palette,
552
00:29:55,680 --> 00:30:00,520
I can also click and hold the
icon next to the zone name
553
00:30:00,600 --> 00:30:00,960
that will
554
00:30:00,960 --> 00:30:05,520
display to me what exactly I'm affecting
when I make changes to these color wheels
555
00:30:05,520 --> 00:30:08,520
and their parameters,
their exposure and saturation.
556
00:30:08,560 --> 00:30:11,560
So as you can see,
when I travel from black to dark,
557
00:30:11,640 --> 00:30:15,160
the range gets broader and broader.
558
00:30:15,240 --> 00:30:17,920
It might be a little bit easier
to make adjustments
559
00:30:17,920 --> 00:30:20,920
if you can permanently
see what that highlight looks like.
560
00:30:20,920 --> 00:30:24,600
Thankfully, you can enable highlight mode
and that will display
561
00:30:24,600 --> 00:30:27,600
the last zone
that you were affecting or impacting.
562
00:30:27,840 --> 00:30:31,480
So let's click on the highlight tool
in the top left corner of the viewer
563
00:30:31,560 --> 00:30:35,160
and it's currently show me my black Zone,
but I would like to see where
564
00:30:35,160 --> 00:30:36,560
my light ranges.
565
00:30:36,560 --> 00:30:42,160
So I will go into the light
will make a slight adjustment
566
00:30:42,240 --> 00:30:46,200
to its tonal range and you can see that
by default that actually covered
567
00:30:46,200 --> 00:30:48,840
a pretty wide sections
and not just the sky,
568
00:30:48,840 --> 00:30:52,440
but also the mountain tops, the trees
and also that rock in the foreground,
569
00:30:52,440 --> 00:30:55,000
which is a little bit lighter
than some of the other shadows.
570
00:30:55,000 --> 00:30:58,920
So I can drag this slider upwards
571
00:30:59,000 --> 00:31:01,320
to just
remove all of those foreground elements
572
00:31:01,320 --> 00:31:04,840
and make sure that the light region
stays focused on the sky.
573
00:31:04,920 --> 00:31:08,240
That way, when I make my changes
in terms of exposure
574
00:31:08,240 --> 00:31:11,800
or in terms of color, it's
not than affecting the rest of the scene.
575
00:31:11,880 --> 00:31:15,760
When I'm done, I can disable
highlight mode and see the end result
576
00:31:15,840 --> 00:31:20,200
and I can press command
D to compare my image before and after.
577
00:31:20,400 --> 00:31:21,320
And hopefully you can see that
578
00:31:21,320 --> 00:31:24,720
we've been able to restore
a lot of the data at the top of the image.
579
00:31:24,720 --> 00:31:25,720
We've also made sure
580
00:31:25,720 --> 00:31:30,160
that the image in front of us is nice
and clean and saturated and easy to see.
581
00:31:30,240 --> 00:31:33,520
The next tool will be taking a look at
is the magic mask.
582
00:31:33,600 --> 00:31:40,000
I'm going to click on Clip number three,
which has already been balanced
583
00:31:40,080 --> 00:31:41,160
and I'll make a
584
00:31:41,160 --> 00:31:45,360
new node with the intention
of working on the runner in this shot.
585
00:31:45,440 --> 00:31:51,320
So I'm going to press option s and usually
using other secondary selection tools,
586
00:31:51,400 --> 00:31:54,240
I would have to spend a lot of time
selecting
587
00:31:54,240 --> 00:31:57,960
either the overall shape of the runner
or maybe even targeting her limbs
588
00:31:57,960 --> 00:32:01,440
and her torso individually
and tracking it across the frame.
589
00:32:01,560 --> 00:32:04,160
So pretty time consuming processes.
590
00:32:04,160 --> 00:32:06,840
But instead I can also use the magic mask.
591
00:32:06,840 --> 00:32:12,640
This is a tool that's designed
to recognize people or features in a shot
592
00:32:12,720 --> 00:32:16,440
and automatically track them for you
in order to perform color grading
593
00:32:16,520 --> 00:32:19,520
or any kind of effects
that you want to apply.
594
00:32:19,560 --> 00:32:23,800
Magic
mass can be found in the central palettes
595
00:32:23,880 --> 00:32:24,120
there.
596
00:32:24,120 --> 00:32:26,760
It is a pretty straightforward interface.
597
00:32:26,760 --> 00:32:30,480
We have some selections in the top
left corner that allow us to select
598
00:32:30,480 --> 00:32:33,840
either people or features
and then analysis controls
599
00:32:33,920 --> 00:32:37,640
running across the top
because we are trying to track the runner.
600
00:32:37,640 --> 00:32:41,800
I'm going to leave person selected
and I need to first
601
00:32:41,800 --> 00:32:45,760
indicate to the magic mask palettes
where my person is.
602
00:32:45,840 --> 00:32:48,600
So I will go to the viewer
603
00:32:48,600 --> 00:32:53,520
and I will click and drag
to create a small line called a stroke
604
00:32:53,600 --> 00:32:54,960
on My Runner.
605
00:32:54,960 --> 00:32:57,800
You want to keep these strokes quite short
606
00:32:57,800 --> 00:33:02,800
so that when the tracking begins,
it's able to follow along with the person.
607
00:33:02,880 --> 00:33:06,520
If you have a long stroke,
then it's more likely to separate
608
00:33:06,520 --> 00:33:10,120
from the person that it's following
and maybe grow and sort of float off.
609
00:33:10,200 --> 00:33:12,840
I will now go back to the Magic
Mouse palette.
610
00:33:12,840 --> 00:33:16,480
And first of all, I want to review
what this selection looks like.
611
00:33:16,560 --> 00:33:21,200
So I'm going to select toggle
mask overlay.
612
00:33:21,280 --> 00:33:22,280
There we go.
613
00:33:22,280 --> 00:33:25,080
And that is a very good starting point.
614
00:33:25,080 --> 00:33:29,120
So Magic Mask has been intelligent
enough to recognize not just her torso
615
00:33:29,120 --> 00:33:33,000
and her head, but also the fact
that she's got her arms around her,
616
00:33:33,000 --> 00:33:36,000
even though they're folded
and even her hair.
617
00:33:36,160 --> 00:33:40,240
I can now start the analysis process
at the very top of the palette.
618
00:33:40,240 --> 00:33:45,280
Analyze forward this looks a little bit
like the track or palette analysis tools,
619
00:33:45,360 --> 00:33:48,080
and you can see that as she runs forward,
620
00:33:48,080 --> 00:33:51,640
her body is recognized, her legs
as they move and even her folded arms.
621
00:33:51,720 --> 00:33:56,040
And what's also particularly impressive
is that as she passes
622
00:33:56,040 --> 00:34:00,120
foreground objects,
the mask disappears in those areas.
623
00:34:00,280 --> 00:34:01,440
And that's really important.
624
00:34:01,440 --> 00:34:05,640
When we're color grading, right,
Because we don't want a set of legs
625
00:34:05,880 --> 00:34:09,000
in a grade in the shape of legs
covering our foreground objects.
626
00:34:09,200 --> 00:34:12,000
So ideally, you know,
there shouldn't be a grade. There.
627
00:34:12,000 --> 00:34:15,200
And the magic mask is able
to recognize that.
628
00:34:15,280 --> 00:34:16,040
Now, on the right hand
629
00:34:16,040 --> 00:34:19,920
side of the magic mask palette,
we have a few finesse controls.
630
00:34:20,120 --> 00:34:21,520
These are very similar to the matte
631
00:34:21,520 --> 00:34:25,200
finesse controls that you will find
in the qualifier palette.
632
00:34:25,280 --> 00:34:28,600
These allow us to further
clean up our selection.
633
00:34:28,680 --> 00:34:33,600
The ones to really pay attention
to is the quality in the top left corner.
634
00:34:33,680 --> 00:34:37,080
This allows
you to switch between making a selection
635
00:34:37,080 --> 00:34:42,240
that's relatively processor non intensive,
but less accurate like this one.
636
00:34:42,240 --> 00:34:46,760
So it's more of a soft bubble
around the person versus better,
637
00:34:46,760 --> 00:34:48,800
which will give you something
that's a little bit
638
00:34:48,800 --> 00:34:49,800
tighter around the body,
639
00:34:49,800 --> 00:34:53,760
a little bit more accurate,
but will require more processing power.
640
00:34:53,840 --> 00:34:57,200
So I could click on better right now
just to review what this will be like.
641
00:34:57,280 --> 00:35:01,000
And you should have seen
that changed instantly in the viewer.
642
00:35:01,080 --> 00:35:05,600
There's no longer
this like soft edge around the runner.
643
00:35:05,680 --> 00:35:09,080
And if I was to drag this backwards,
the analysis continues.
644
00:35:09,080 --> 00:35:12,320
You could see that the selection
is accurate around her hair and her legs.
645
00:35:12,400 --> 00:35:14,680
But in my case, I'm
going to stick to faster
646
00:35:14,680 --> 00:35:17,440
because I don't really need
that level of accuracy.
647
00:35:17,440 --> 00:35:20,440
So as soon as I got that,
you could see there's a few more bubbles.
648
00:35:20,600 --> 00:35:24,480
Something that will help me, by the way,
with that edge is this smart, refined
649
00:35:24,480 --> 00:35:29,280
tool, smart, refined on the surface
looks like a standard in and out ratio
650
00:35:29,280 --> 00:35:33,160
to write something that will expand
or collapse your matte.
651
00:35:33,200 --> 00:35:34,560
But in this case, Smart Refined
652
00:35:34,560 --> 00:35:38,840
also takes into account
the result of the magic mask analysis.
653
00:35:38,840 --> 00:35:39,080
Right?
654
00:35:39,080 --> 00:35:42,480
So it knows that it's looking at a person
and it will expand
655
00:35:42,480 --> 00:35:46,720
and collapse based on how confident it is
in its selection.
656
00:35:46,800 --> 00:35:50,760
So if there's like a little bubble
right in front of her fist,
657
00:35:50,840 --> 00:35:54,040
then it might not be super confident
that that is a person.
658
00:35:54,040 --> 00:35:56,760
And that would be
the first area of the mask
659
00:35:56,760 --> 00:36:00,480
that's reduced
as you start to drag smart, refine.
660
00:36:00,560 --> 00:36:01,320
So I'm going to do that.
661
00:36:01,320 --> 00:36:06,400
I'll click and drag to the right
662
00:36:06,480 --> 00:36:09,240
and that will give me a cleaner selection.
663
00:36:09,240 --> 00:36:11,520
Another parameter
that it's a good idea to use
664
00:36:11,520 --> 00:36:15,800
is the blur radius, So that will soften
the edges of your color grade.
665
00:36:15,800 --> 00:36:17,480
After you start to apply it.
666
00:36:17,480 --> 00:36:21,200
I will click on the numeric field
to the right of the blur radius
667
00:36:21,480 --> 00:36:24,240
and I will type in a value of 20.
668
00:36:24,240 --> 00:36:25,560
For example.
669
00:36:25,560 --> 00:36:30,280
And now I'm ready to disable the mask
overlay and start my color grid.
670
00:36:30,360 --> 00:36:32,040
I can still see the stroke in the viewer,
671
00:36:32,040 --> 00:36:36,160
which I can disable
by going into my options,
672
00:36:36,200 --> 00:36:39,680
or I can simply go to a different palette
in the color page,
673
00:36:39,680 --> 00:36:44,080
and then that will automatically hide
any overlays I had in the magic mask.
674
00:36:44,120 --> 00:36:45,040
However, the magic
675
00:36:45,040 --> 00:36:49,000
mask selection is still in place,
so I can still continue grading.
676
00:36:49,080 --> 00:36:53,040
I am going to brighten up my runner,
try to get her to pop out
677
00:36:53,040 --> 00:36:57,160
of this environment, which is already
very saturated, very rich.
678
00:36:57,360 --> 00:37:02,720
I'll go back to the primary palette
and use the gamma master wheel
679
00:37:02,800 --> 00:37:06,080
to make her a little bit brighter.
680
00:37:06,160 --> 00:37:09,160
I'll also use color boost,
and then I can also
681
00:37:09,200 --> 00:37:15,000
use the contrast control
to also make her a little bit more bold.
682
00:37:15,080 --> 00:37:17,480
So when I press command
to disable the mode,
683
00:37:17,480 --> 00:37:20,200
you can see that it's a subtle change,
but she is looking a little bit
684
00:37:20,200 --> 00:37:23,200
more pronounced, a little bit more golden
in this environment.
685
00:37:23,320 --> 00:37:27,840
I can now press playback
and with the color grid already applied
686
00:37:27,840 --> 00:37:30,000
to the magic mask,
687
00:37:30,000 --> 00:37:32,880
I'll be able to see the result
throughout the entire video.
688
00:37:32,880 --> 00:37:34,240
If I pause at any points,
689
00:37:34,240 --> 00:37:38,280
I can continue to press commands
to compare before and after,
690
00:37:38,360 --> 00:37:40,320
and you can see that it's a nice quick
691
00:37:40,320 --> 00:37:43,680
way to enhance a person in a shot.
692
00:37:43,760 --> 00:37:45,840
Or I can do the inverse.
693
00:37:45,840 --> 00:37:51,120
Let me reset my primary palette
and go back to that magic mask
694
00:37:51,200 --> 00:37:55,480
so that instead of affecting our runner,
I am actually inverting the mask
695
00:37:55,520 --> 00:37:59,560
using the toggle switch
next to the mask overlay.
696
00:37:59,640 --> 00:38:02,840
I am instead
affecting the environment around her.
697
00:38:02,920 --> 00:38:05,920
I will hide the mask
overlay, return to my controls
698
00:38:06,120 --> 00:38:11,080
and do something as simple as setting
my saturation parameter to zero.
699
00:38:11,160 --> 00:38:12,480
Now I have a
700
00:38:12,480 --> 00:38:16,440
runner who's in full color
running in a black and white world.
701
00:38:16,520 --> 00:38:19,440
I can play this back.
702
00:38:19,440 --> 00:38:22,200
And that took me
just a couple of minutes to set up.
703
00:38:22,200 --> 00:38:22,560
Again.
704
00:38:22,560 --> 00:38:27,400
Trying to do this
manually using windows or external maps
705
00:38:27,480 --> 00:38:31,000
could take substantially more time,
just minutes, but even hours.
706
00:38:31,080 --> 00:38:33,640
So the magic mask
is really quite wonderful for these types
707
00:38:33,640 --> 00:38:35,760
of color, great setups.
708
00:38:35,760 --> 00:38:37,640
Another thing that we can use
the magic mask
709
00:38:37,640 --> 00:38:40,640
for is also tracking individual features.
710
00:38:40,640 --> 00:38:44,680
In this next clip, I have a character
entering a dark environment
711
00:38:44,760 --> 00:38:47,920
and with uncontrolled lighting,
sometimes you'll have situations
712
00:38:47,920 --> 00:38:51,120
where your subjects
are a little under lit.
713
00:38:51,200 --> 00:38:57,560
So I would like to use a magic mask
to isolate his face and brighten that up.
714
00:38:57,640 --> 00:38:58,840
I am going to jump
715
00:38:58,840 --> 00:39:02,560
to the very beginning of this clip,
716
00:39:02,640 --> 00:39:06,000
Open up magic mask,
and this time, instead of using person,
717
00:39:06,000 --> 00:39:09,440
I'll select features
and I will find a dropdown
718
00:39:09,440 --> 00:39:13,520
menu on the left hand side that allows me
to select particular features.
719
00:39:13,600 --> 00:39:16,560
I'm going to begin with Face.
720
00:39:16,560 --> 00:39:19,680
I'll navigate to the viewer
and once again I'll make a small stroke
721
00:39:19,680 --> 00:39:23,880
to indicate where the face is.
722
00:39:23,960 --> 00:39:25,680
I can enable the mask
723
00:39:25,680 --> 00:39:29,800
overlay in the palette
to see my initial result.
724
00:39:29,880 --> 00:39:30,880
You'll notice that the neck
725
00:39:30,880 --> 00:39:34,640
is not included in the selection,
so usually the face is qualified
726
00:39:34,640 --> 00:39:38,560
as anything that goes up to the chin
to select someone's neck as well.
727
00:39:38,560 --> 00:39:46,080
I will need to go to my dropdown
menu and choose torso exposed skin
728
00:39:46,160 --> 00:39:48,960
and then make a second selection
729
00:39:48,960 --> 00:39:51,600
on his neck.
730
00:39:51,600 --> 00:39:51,880
All right.
731
00:39:51,880 --> 00:39:56,200
I now have a full selection
of his skin tones
732
00:39:56,280 --> 00:40:04,880
and I'm able to perform a track
733
00:40:04,960 --> 00:40:06,320
I perfect.
734
00:40:06,320 --> 00:40:08,520
That was a fairly clean result.
735
00:40:08,520 --> 00:40:09,560
I will like to tighten up
736
00:40:09,560 --> 00:40:13,840
the edges of this mat once again,
so I'll go to my smart, refine controls,
737
00:40:13,920 --> 00:40:17,640
select the new Mac value, and enter
a higher value
738
00:40:17,640 --> 00:40:21,560
to pull in this selection.
739
00:40:21,640 --> 00:40:24,080
And once again,
I'm going to blur the radius to make sure
740
00:40:24,080 --> 00:40:29,200
that my grade
does not appear to sharp around his face.
741
00:40:29,280 --> 00:40:32,760
And now I can jump back to my primary
grading controls
742
00:40:32,840 --> 00:40:37,720
and ever so slightly brighten
the space in this environment.
743
00:40:37,800 --> 00:40:40,920
And maybe also push up the colors
744
00:40:40,920 --> 00:40:44,720
just to touch the color boost
so that it's not looking too flat.
745
00:40:44,800 --> 00:40:48,360
Now, when I press command,
I can compare my before and after.
746
00:40:48,440 --> 00:40:53,320
I always use the disable function
to see if I've gone beyond realism.
747
00:40:53,400 --> 00:40:54,920
That's starting to look too artificial.
748
00:40:54,920 --> 00:40:55,920
But in this case, you know,
749
00:40:55,920 --> 00:40:59,280
whether it's off or whether it's on,
it still looks pretty natural to me.
750
00:40:59,360 --> 00:41:08,960
And now I can playback this clip
to check how it looks throughout.
751
00:41:09,040 --> 00:41:11,200
So I'm pretty happy with this result.
752
00:41:11,200 --> 00:41:16,600
It looks natural when he's in light
and also when he's in shadow.
753
00:41:16,680 --> 00:41:20,160
The next tool I'd like to take a look at
is the color wallpaper.
754
00:41:20,240 --> 00:41:23,680
I'm going to navigate to clip number
five on my timeline
755
00:41:23,760 --> 00:41:28,400
and I'll find the color wallpaper right
next to the curves palette.
756
00:41:28,480 --> 00:41:31,840
The way the water works
is very similar to the curves,
757
00:41:31,920 --> 00:41:36,800
but whereas with the curves, we're limited
to moving our parameters
758
00:41:36,800 --> 00:41:40,120
in a 2D space,
just up and down with the color warp,
759
00:41:40,200 --> 00:41:43,880
you're able to make changes
to two parameters at the same time
760
00:41:43,960 --> 00:41:47,040
as I've got the palette open right
now, and I would like to pop it
761
00:41:47,040 --> 00:41:50,280
out of this environment
to give myself a bit more control.
762
00:41:50,360 --> 00:41:54,880
We have an expansion arrow in the top
right corner, which I can click
763
00:41:54,960 --> 00:41:58,720
to get a much larger overview
of this interface, but I can continue
764
00:41:58,720 --> 00:42:04,240
to resize it using the bottom right
corner of the palette to reshape it
765
00:42:04,320 --> 00:42:04,680
and then
766
00:42:04,680 --> 00:42:08,840
use the head of the palette
to reposition it where I want it to go.
767
00:42:08,920 --> 00:42:11,400
There's two ways of interacting
with the color wallpaper.
768
00:42:11,400 --> 00:42:16,120
You can click and drag the control points
that are already on the grid,
769
00:42:16,200 --> 00:42:18,680
or you can maneuver to the viewer
770
00:42:18,680 --> 00:42:22,720
and click directly in the viewer
to interact with the grid.
771
00:42:22,800 --> 00:42:25,920
So by default, when you open up
the color wallpaper, you end up
772
00:42:25,920 --> 00:42:29,720
working on the hue and saturation
parameters.
773
00:42:29,800 --> 00:42:33,120
For example,
I can click on the trees in the viewer
774
00:42:33,200 --> 00:42:37,000
and I can start to drag to the left
775
00:42:37,080 --> 00:42:40,440
to saturate that green tone
776
00:42:40,520 --> 00:42:43,520
or drag to the right, to saturate.
777
00:42:43,560 --> 00:42:46,320
Notice that the control point
and the color warped grid
778
00:42:46,320 --> 00:42:50,920
is reacting to my adjustments
as I hold my mouse and I move it around.
779
00:42:51,000 --> 00:42:55,240
So that selection is the color range
that I've selected.
780
00:42:55,320 --> 00:43:00,800
If I drag downwards,
I start to also rotate the hue
781
00:43:00,880 --> 00:43:01,840
and then I can continue
782
00:43:01,840 --> 00:43:04,840
to go outwards
for more saturation or inwards for less.
783
00:43:04,920 --> 00:43:05,480
And that's really
784
00:43:05,480 --> 00:43:08,520
the power of the wallpaper,
you know, Whereas with the HSL curves,
785
00:43:08,520 --> 00:43:11,040
I would have to jump
between two very different
786
00:43:11,040 --> 00:43:12,600
distinct curves to accomplish this.
787
00:43:12,600 --> 00:43:14,360
Look with a color wallpaper.
788
00:43:14,360 --> 00:43:18,400
I can essentially just go by, by feel
and also go by what I'm seeing
789
00:43:18,400 --> 00:43:22,600
in the viewer and drop off my control
point when I feel I'm ready to.
790
00:43:22,680 --> 00:43:25,800
In this case, maybe
we're going a little bit more abstract.
791
00:43:25,800 --> 00:43:29,040
So instead of emphasizing
the greenness of this environment,
792
00:43:29,120 --> 00:43:33,240
I'm instead
going to try to make it look quite dry,
793
00:43:33,320 --> 00:43:36,120
but also quite vibrant.
794
00:43:36,120 --> 00:43:40,720
So I will move towards an orange tone
and then drag it slightly upwards
795
00:43:40,800 --> 00:43:44,320
and then released my mouse
to drop off the control point.
796
00:43:44,400 --> 00:43:47,920
When I continue to move over the viewer,
you might notice
797
00:43:47,920 --> 00:43:51,640
that there's a lot of activity
happening in the color workroom.
798
00:43:51,720 --> 00:43:56,840
So first of all, you see this Red Cross
jumping around, which is representing
799
00:43:56,840 --> 00:44:00,280
the color values that I'm currently
hovering over with my mouse.
800
00:44:00,360 --> 00:44:04,760
So it's telling me exactly what
shade of blue or green I'm currently over.
801
00:44:04,840 --> 00:44:07,920
But then there's also this yellow box
that jumps around
802
00:44:07,920 --> 00:44:13,160
to indicate the closest control
point to the area that I am hovering over.
803
00:44:13,360 --> 00:44:15,200
And that's letting me know
which control point
804
00:44:15,200 --> 00:44:18,680
I'll be dragging in
if I start to click and drag in the viewer
805
00:44:18,760 --> 00:44:20,600
with this very
806
00:44:20,600 --> 00:44:22,600
low set of divisions
and the color corporate,
807
00:44:22,600 --> 00:44:26,960
it can be quite difficult to make
an accurate selection and adjustment
808
00:44:27,040 --> 00:44:32,160
so I can navigate to the bottom left
corner and I will find a division amount
809
00:44:32,240 --> 00:44:36,040
for my rings and for my columns.
810
00:44:36,120 --> 00:44:37,240
I'm going to click
811
00:44:37,240 --> 00:44:40,480
and change this division
to a higher number like 12.
812
00:44:40,560 --> 00:44:42,960
By default, the two parameters are linked.
813
00:44:42,960 --> 00:44:44,080
So when I choose 12,
814
00:44:44,080 --> 00:44:48,040
I am going to now have 12 divisions
for both the rings and columns
815
00:44:48,120 --> 00:44:51,600
and a little bit more precision,
especially when it comes
816
00:44:51,600 --> 00:44:53,280
to the blue sections of this image.
817
00:44:53,280 --> 00:44:56,920
Because when I hover over it,
you can now see that
818
00:44:57,000 --> 00:45:01,960
the area of blue represented by the vector
scope trace in the background
819
00:45:02,040 --> 00:45:04,920
now has a column directly over it,
820
00:45:04,920 --> 00:45:07,080
so I can click and drag
821
00:45:07,080 --> 00:45:12,760
to target these mountains
and the sky all in one go.
822
00:45:12,840 --> 00:45:13,560
But what if we
823
00:45:13,560 --> 00:45:17,480
wanted to effect the mountains
without affecting the sky in the image?
824
00:45:17,560 --> 00:45:20,520
In that case, we will need to lock off
a section of our column
825
00:45:20,520 --> 00:45:25,240
to make sure that not everything within
the color werber grid is being affected.
826
00:45:25,320 --> 00:45:28,520
I'm going to reset this one control
point by right clicking on it,
827
00:45:28,600 --> 00:45:32,520
and then I would like
go back to the viewer in order to analyze
828
00:45:32,760 --> 00:45:36,280
exactly
what part of the grid affects the sky.
829
00:45:36,360 --> 00:45:39,960
And when I do this,
I'll find that the yellow box
830
00:45:39,960 --> 00:45:44,000
mostly falls on that second point
in the blue column.
831
00:45:44,080 --> 00:45:47,320
So what I would like to do
is lock it in place so that it will not
832
00:45:47,320 --> 00:45:51,080
be affected by any future changes
in this region.
833
00:45:51,160 --> 00:45:55,200
To do that, I will navigate to the toolbar
on the right hand side
834
00:45:55,280 --> 00:46:00,320
and a button allows me to convert
a selected point to a pin.
835
00:46:00,400 --> 00:46:01,680
When I click on that,
836
00:46:01,680 --> 00:46:05,680
the pen adopts a dark outline,
meaning that it's locked in place.
837
00:46:05,760 --> 00:46:08,760
This, by the way,
also happened to our previous point.
838
00:46:08,760 --> 00:46:11,400
We changed the color of this tree.
839
00:46:11,400 --> 00:46:14,920
When you make a change, automatically
a control point locks in place
840
00:46:14,920 --> 00:46:18,280
so that no future changes
happen to that particular region.
841
00:46:18,360 --> 00:46:21,360
But now with the blues,
I can return to the mountain
842
00:46:21,560 --> 00:46:24,040
and click and drag to make a change.
843
00:46:24,040 --> 00:46:27,080
And with the sky locked in place
that will no longer
844
00:46:27,080 --> 00:46:30,080
be affected as dramatically,
845
00:46:30,120 --> 00:46:31,960
I can then click in the top left corner
846
00:46:31,960 --> 00:46:36,240
to collapse my color wallpaper
and I'm all done.
847
00:46:36,320 --> 00:46:39,440
I'd also like to draw your attention
to the collection
848
00:46:39,440 --> 00:46:42,520
of resolve effects
that come with the software.
849
00:46:42,520 --> 00:46:46,240
When you first download it,
go into a new clip number six
850
00:46:46,320 --> 00:46:52,520
and launch the open Effects library
by clicking in the top right corner.
851
00:46:52,600 --> 00:46:53,400
Here, you will
852
00:46:53,400 --> 00:46:58,360
find dozens upon dozens of effects,
all under different categories
853
00:46:58,360 --> 00:47:03,080
that you can navigate
and add to your notes.
854
00:47:03,160 --> 00:47:06,360
There's also a search field at the top
in case you don't know
855
00:47:06,360 --> 00:47:11,080
exactly which category your effect is in,
you can start typing
856
00:47:11,160 --> 00:47:13,880
and effect will filter itself out.
857
00:47:13,880 --> 00:47:18,120
So in this case, I would like
to check out the tilt shift blur.
858
00:47:18,200 --> 00:47:20,880
This is a type of effect
that imitates the look of a
859
00:47:20,880 --> 00:47:24,280
tilt lens which has multiple focal points.
860
00:47:24,360 --> 00:47:26,880
The really nice way
of drawing the audience's eye
861
00:47:26,880 --> 00:47:29,800
or drawing their attention
to a particular subject.
862
00:47:29,800 --> 00:47:33,000
In this case,
I'm going to pick up the effect
863
00:47:33,080 --> 00:47:37,520
drag and drop it over the note
in the editor and you'll see how the top
864
00:47:37,520 --> 00:47:40,520
and bottom of the image
have gone out of focus, seemingly.
865
00:47:40,520 --> 00:47:42,240
So it's a type of blur.
866
00:47:42,240 --> 00:47:47,760
I can use the settings on the right hand
side to enable the depth map preview,
867
00:47:47,760 --> 00:47:50,440
which allows me to see exactly
which area is in focus,
868
00:47:50,440 --> 00:47:53,680
which is anything that's black
and what is out of focus.
869
00:47:53,760 --> 00:47:55,720
So the wide areas
870
00:47:55,720 --> 00:48:01,200
I am going to change my focus sleep
so that it's a little bit higher.
871
00:48:01,200 --> 00:48:05,040
I want to make sure that our character
who's walking into the building is
872
00:48:05,040 --> 00:48:07,240
fully in focus,
873
00:48:07,320 --> 00:48:10,320
but then also change the focus range
874
00:48:10,440 --> 00:48:14,360
and, make sure it is
definitely focusing on him.
875
00:48:14,440 --> 00:48:16,080
And then finally, I can use
876
00:48:16,080 --> 00:48:19,920
the near blur
and Far Blur controls to indicate
877
00:48:19,920 --> 00:48:25,600
exactly how blurry I want
the bottom of the frame to be and the top.
878
00:48:25,680 --> 00:48:27,040
So I'm just going to add
a little bit of blur.
879
00:48:27,040 --> 00:48:30,920
I want to keep it semi realistic,
but I do want it to feel almost dreamy,
880
00:48:30,920 --> 00:48:37,360
You know, like we're being drawn
to the center of the frame.
881
00:48:37,440 --> 00:48:38,640
Very good.
882
00:48:38,640 --> 00:48:40,680
And I can press
883
00:48:40,680 --> 00:48:43,440
command F to full screen
the image and playback
884
00:48:43,440 --> 00:48:49,080
the clip.
885
00:48:49,160 --> 00:48:52,320
Open effects allows you to do
quite a lot to your clips.
886
00:48:52,320 --> 00:48:56,280
So some of these are visual based,
some of them are effects based.
887
00:48:56,360 --> 00:49:00,520
There's a lot of blur functions,
a lot of corrective type of effects.
888
00:49:00,600 --> 00:49:04,000
And what's great also is that
they don't have to just live in the notes
889
00:49:04,000 --> 00:49:04,600
on their own.
890
00:49:04,600 --> 00:49:07,520
You can combine them with other techniques
in the color page,
891
00:49:07,520 --> 00:49:11,200
including using the primary stills
and even the secondaries.
892
00:49:11,280 --> 00:49:14,080
So for example, in a clip like number,
893
00:49:14,080 --> 00:49:18,120
I could choose to hide someone's identity
894
00:49:18,200 --> 00:49:23,080
by applying a blur effect,
but then isolating it with a power window.
895
00:49:23,160 --> 00:49:26,720
Let me create a brand new mode
896
00:49:26,800 --> 00:49:28,520
option S
897
00:49:28,520 --> 00:49:31,720
and I'll begin by
first creating the window and tracking it.
898
00:49:31,800 --> 00:49:35,040
I'll activate the circle preset,
899
00:49:35,120 --> 00:49:41,600
reshape it, resize it to the man's head,
900
00:49:41,680 --> 00:49:44,120
right,
901
00:49:44,120 --> 00:49:47,040
Then move to the tracker palette
902
00:49:47,040 --> 00:49:50,240
and analyze forward.
903
00:49:50,320 --> 00:49:52,200
And there we go.
904
00:49:52,200 --> 00:49:55,760
Also to expand the size of my viewer
so we can see this a little bit better.
905
00:49:55,840 --> 00:49:58,240
They could see that
the window track was successful.
906
00:49:58,240 --> 00:49:59,880
It was very, very quick.
907
00:49:59,880 --> 00:50:02,960
And now I can go back to my open effects
908
00:50:03,120 --> 00:50:07,000
palette and I can choose something
like the mosaic blur
909
00:50:07,080 --> 00:50:09,320
drag and drop it onto my node.
910
00:50:09,320 --> 00:50:13,720
And it's already isolated by that power
window, which is already tracked
911
00:50:13,800 --> 00:50:14,880
so I can play it back.
912
00:50:14,880 --> 00:50:19,960
And the mosaic blur follows
with my subject's head.
913
00:50:20,040 --> 00:50:21,000
One of the last things
914
00:50:21,000 --> 00:50:25,080
I'd like to touch upon
is how to save your grades for future use,
915
00:50:25,320 --> 00:50:28,840
and also how to share your grades
with collaborators.
916
00:50:28,920 --> 00:50:34,080
We've created a look on clip number one,
and I would like to transfer it
917
00:50:34,080 --> 00:50:37,280
to a different clip on the timeline
so you can see that clip number eight
918
00:50:37,280 --> 00:50:41,040
has a very similar
feel as the same environment.
919
00:50:41,040 --> 00:50:45,160
It's the same subject, so it should be
a pretty straightforward process.
920
00:50:45,240 --> 00:50:46,760
Let's see also a clip.
921
00:50:46,760 --> 00:50:51,600
Number one,
I will right click to grab a still
922
00:50:51,680 --> 00:50:55,160
and I can click under it
923
00:50:55,240 --> 00:50:56,080
to give it a name
924
00:50:56,080 --> 00:50:59,080
so I can keep
track of what this still contains.
925
00:50:59,320 --> 00:51:02,040
And then going to click on clip
number eight.
926
00:51:02,040 --> 00:51:05,680
And I'll also collapse my open effects
panel to give myself a bit more room
927
00:51:05,760 --> 00:51:07,680
in the note editor
928
00:51:07,680 --> 00:51:10,680
to apply a still or grade.
929
00:51:10,800 --> 00:51:16,120
It's enough to right
click on the still and choose apply grade.
930
00:51:16,200 --> 00:51:18,280
You can also middle click A still
931
00:51:18,280 --> 00:51:21,320
to apply a grade as if you have a mouse
on the scroll wheel.
932
00:51:21,520 --> 00:51:23,680
The fastest way to do it.
933
00:51:23,680 --> 00:51:25,800
However, when I applied this grade,
934
00:51:25,800 --> 00:51:29,600
I'll notice
that the color doesn't quite match.
935
00:51:29,680 --> 00:51:34,480
So if you look at clip number one,
the blue is quite soft, it's quite subtle.
936
00:51:34,480 --> 00:51:36,880
There's not a lot of saturation
in this image,
937
00:51:36,880 --> 00:51:40,560
whereas in clip number eight,
everything seems a lot more pronounced.
938
00:51:40,800 --> 00:51:43,800
The contrast is more intense,
the colors are a bit brighter.
939
00:51:44,040 --> 00:51:46,880
So it feels like we weren't
940
00:51:46,880 --> 00:51:50,200
really able to successfully we this grade.
941
00:51:50,280 --> 00:51:53,400
But if you watched the first video
in the series, you'll know how important
942
00:51:53,400 --> 00:51:57,280
it is to match clips before you start
to share grades across them.
943
00:51:57,360 --> 00:52:02,280
And before I applied this look,
I already had a match note in place.
944
00:52:02,360 --> 00:52:05,960
I'm going to return clip number eight
and I'll press Command
945
00:52:05,960 --> 00:52:10,840
Z to take a couple of steps back
and find my original match.
946
00:52:10,840 --> 00:52:14,840
Note If I disable this note,
I can see that my image was a little bit
947
00:52:14,840 --> 00:52:18,680
darker to begin with, a bit more low
contrast, and it's been graded
948
00:52:18,680 --> 00:52:22,960
to match the starting point
of clip number one on the timeline.
949
00:52:23,040 --> 00:52:26,000
So what we want to do is add the blue
950
00:52:26,000 --> 00:52:29,600
look after this note
and not to replace it.
951
00:52:29,680 --> 00:52:33,920
To do that,
I have to once again right click my still,
952
00:52:34,000 --> 00:52:39,040
but instead of apply grade,
I'm going to choose append note graph.
953
00:52:39,120 --> 00:52:43,080
So this will append the entire grade
or the entire note structure
954
00:52:43,080 --> 00:52:46,640
that was saved and that still
955
00:52:46,720 --> 00:52:48,480
this is still not a perfect match.
956
00:52:48,480 --> 00:52:52,360
But I can see now that I have my contrast
that's been separately added
957
00:52:52,440 --> 00:52:55,320
after the match with
then the look note following.
958
00:52:55,320 --> 00:52:58,360
I don't need the contrast
because that was generated for clip
959
00:52:58,360 --> 00:53:01,960
number one I did specific
to this environment into this look,
960
00:53:02,040 --> 00:53:06,920
so I will select it and press backspace
on my keyboard to delete it.
961
00:53:07,000 --> 00:53:11,880
Now I have a match node that was designed
to imitate the look of clip number one,
962
00:53:11,960 --> 00:53:15,960
followed by that very distinct blue
look that we created.
963
00:53:16,040 --> 00:53:19,600
And now when I compare these two clips,
you can see that they're much,
964
00:53:19,680 --> 00:53:21,720
much closer in appearance.
965
00:53:21,720 --> 00:53:25,720
So now the blue look is once again
quite soft.
966
00:53:25,960 --> 00:53:28,800
And we also have lower saturation
in both cases.
967
00:53:28,800 --> 00:53:33,080
Also, the tone of our subject's face,
her skin tone is looking very similar
968
00:53:33,080 --> 00:53:36,320
in the shadows, where, of course,
seeing a slightly different side of her.
969
00:53:36,320 --> 00:53:38,360
So there's more of a highlight,
970
00:53:38,360 --> 00:53:41,680
but that all seems to match up
quite well in terms of color.
971
00:53:41,760 --> 00:53:46,160
So as you can see, copying grids
between, clips is pretty straightforward.
972
00:53:46,160 --> 00:53:49,360
You just have to make sure that you're
not overwriting your match notes
973
00:53:49,360 --> 00:53:52,920
or any steps that you took to make sure
that the starting point of your clips
974
00:53:52,920 --> 00:53:53,920
are the same.
975
00:53:53,920 --> 00:53:57,240
And in this case, it was important
not to just apply the whole grade,
976
00:53:57,440 --> 00:54:01,280
but rather to append it
in order to preserve what you already had.
977
00:54:01,360 --> 00:54:04,040
Something else that's important to know
what to do in the to resolve
978
00:54:04,040 --> 00:54:07,080
is being able to export and import grades.
979
00:54:07,080 --> 00:54:09,160
In case you're working with collaborators,
980
00:54:09,160 --> 00:54:12,600
I'll start by exporting agreed
that we created on clip number two.
981
00:54:12,600 --> 00:54:13,800
This was our HDR.
982
00:54:13,800 --> 00:54:17,720
Look,
I have to begin by creating a still first.
983
00:54:17,800 --> 00:54:21,080
So right click in the viewer, grab still
and then I need to
984
00:54:21,080 --> 00:54:27,720
right click the still in the
gallery and choose export.
985
00:54:27,800 --> 00:54:29,720
I will place this on the desktop
986
00:54:29,720 --> 00:54:35,400
and I'll give it a name like HDR Mountain.
987
00:54:35,480 --> 00:54:38,640
Then I'll click export
and then I'll see what it looks like
988
00:54:38,640 --> 00:54:43,000
on the desktop.
989
00:54:43,080 --> 00:54:43,320
All right.
990
00:54:43,320 --> 00:54:47,040
So I've opened up my finder window
and I can see that the amount
991
00:54:47,080 --> 00:54:50,400
mountain grade has actually been saved
as two separate files.
992
00:54:50,480 --> 00:54:53,040
A dot, DPS and dots.
993
00:54:53,040 --> 00:54:58,040
Drex, you need both of these in order
to share your grade with someone else.
994
00:54:58,120 --> 00:55:01,160
The DPS represents the visual components,
995
00:55:01,160 --> 00:55:04,560
so the steel frame that you've grabbed
that we see in the viewer,
996
00:55:04,640 --> 00:55:08,360
whereas the DDR X represents
the node pipeline in the node.
997
00:55:08,360 --> 00:55:09,040
Editor Right.
998
00:55:09,040 --> 00:55:11,640
So the metadata of the color grade.
999
00:55:11,640 --> 00:55:13,920
So of course you need that
in order to share the grade.
1000
00:55:13,920 --> 00:55:16,480
But the Drex doesn't
really travel on its own.
1001
00:55:16,480 --> 00:55:20,400
It will always piggyback on the DPS,
so you have to send them both.
1002
00:55:20,480 --> 00:55:23,760
But how would one import
this set of files?
1003
00:55:23,840 --> 00:55:26,880
I've already generated a still
that I've shared in the DRA
1004
00:55:26,880 --> 00:55:28,960
that you would have downloaded
for this project.
1005
00:55:28,960 --> 00:55:32,640
So if you go back to them into resolve
and right click in the gallery,
1006
00:55:32,680 --> 00:55:35,520
you can choose import
1007
00:55:35,600 --> 00:55:38,640
and then navigate to the part to that dry
1008
00:55:38,640 --> 00:55:41,960
folder that you would have used
to restore this project.
1009
00:55:42,040 --> 00:55:46,000
You will find that within this
diary is a stills folder
1010
00:55:46,080 --> 00:55:50,080
and within
that is a grade called Drama Sky,
1011
00:55:50,160 --> 00:55:53,760
which is also broken up into DPS
and they are ex now
1012
00:55:53,760 --> 00:55:56,920
depending on your operating system,
depending
1013
00:55:56,920 --> 00:55:59,920
on how your finder or explorer
window is set up,
1014
00:56:00,160 --> 00:56:04,560
you might not even see the Drex file
or it might be grayed out.
1015
00:56:04,640 --> 00:56:07,640
And that's perfectly fine because
you don't really need to interact with it.
1016
00:56:07,800 --> 00:56:10,800
It's enough to just select the DPS file
1017
00:56:10,800 --> 00:56:13,160
and click import.
1018
00:56:13,160 --> 00:56:17,080
And as I've mentioned,
the Drex really does piggyback off that.
1019
00:56:17,160 --> 00:56:18,560
It will come with it.
1020
00:56:18,560 --> 00:56:22,800
An AC is still in my gallery and
this is pertaining to clip number nine.
1021
00:56:22,800 --> 00:56:25,560
Hopefully you can recognize that.
1022
00:56:25,640 --> 00:56:26,440
So if you select
1023
00:56:26,440 --> 00:56:30,240
clip number nine, you can right click
the still
1024
00:56:30,320 --> 00:56:32,160
apply grade.
1025
00:56:32,160 --> 00:56:35,720
And now we've carried across
that entire grade.
1026
00:56:35,720 --> 00:56:38,240
So this was made up
of a balance of contrast
1027
00:56:38,240 --> 00:56:42,280
and even to secondary grades
for the sky and the ground.
1028
00:56:42,360 --> 00:56:45,000
Thank you so much for joining us
for this overview
1029
00:56:45,000 --> 00:56:46,680
of the Winter Resolves color page.
1030
00:56:46,680 --> 00:56:48,120
If you have any remaining questions
1031
00:56:48,120 --> 00:56:51,880
or if you'd like some advice, please do
join us on the Blackmagic Design Forum.
1032
00:56:51,960 --> 00:56:54,880
And also if you'd like to check out
some of the other training materials
1033
00:56:54,880 --> 00:56:58,240
in our series on the Vintage Resolve,
please go to our training page
1034
00:56:58,480 --> 00:57:01,760
where you can download our books
and take a certification exam.
94681
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