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These are the user uploaded subtitles that are being translated: 1 00:00:04,400 --> 00:00:05,080 Hi, my name is 2 00:00:05,080 --> 00:00:08,800 Daria and I'm a colorist and a into resolve master trainer. 3 00:00:08,880 --> 00:00:09,800 Today we're going to be looking 4 00:00:09,800 --> 00:00:13,480 at some more advanced concepts in DaVinci Resolve Color page. 5 00:00:13,560 --> 00:00:16,680 If you've not yet seen the first video in the series, I suggest you 6 00:00:16,680 --> 00:00:19,800 check it out so that you're more familiar with some of the core concepts 7 00:00:20,000 --> 00:00:23,000 of the color page before following along with this one. 8 00:00:23,120 --> 00:00:25,800 But if you feel you're ready, let's jump into it. 9 00:00:25,800 --> 00:00:29,640 I've already got my project set up, so this was also a dry 10 00:00:29,720 --> 00:00:32,720 and I have my timeline open in this project. 11 00:00:32,720 --> 00:00:37,080 I would like to set up color management before I begin color grading. 12 00:00:37,160 --> 00:00:41,440 Color management is an internal process and dive into resolve that re maps 13 00:00:41,440 --> 00:00:46,480 the starting point of all your clips to a single working color space. 14 00:00:46,560 --> 00:00:50,200 So for example, right now you can see I have a series of clips on my timeline, 15 00:00:50,280 --> 00:00:53,280 all with different sources and different codecs. 16 00:00:53,280 --> 00:00:54,600 Based on these codec names. 17 00:00:54,600 --> 00:00:55,240 I can see that 18 00:00:55,240 --> 00:00:59,440 some of the clips have come directly from one of our black magic cameras. 19 00:00:59,440 --> 00:01:01,840 So these are in the Blackmagic raw standard, 20 00:01:01,840 --> 00:01:04,160 whereas some of the other clips have been transcode. 21 00:01:04,160 --> 00:01:06,440 So we have able progress and the index h.r. 22 00:01:06,440 --> 00:01:09,760 Which are some common intermediary codec standards. 23 00:01:09,840 --> 00:01:12,760 This means that the way that the color information 24 00:01:12,760 --> 00:01:15,760 in these clips is encoded is slightly different. 25 00:01:15,880 --> 00:01:19,400 So with color management, we can remap all of these into a single working 26 00:01:19,400 --> 00:01:23,520 standard that will allow the color tools in the cover page 27 00:01:23,520 --> 00:01:28,080 to operate consistently and smoothly producing nice, beautiful results. 28 00:01:28,160 --> 00:01:30,560 Another reason why we use color management is 29 00:01:30,560 --> 00:01:33,760 so that we can control our deliverable outputs. 30 00:01:33,840 --> 00:01:36,720 So there's a lot of different standards that we deliver to, 31 00:01:36,720 --> 00:01:39,720 for example, cinema projection, television, broadcast, 32 00:01:39,840 --> 00:01:43,120 online, streaming services and of course the Internet. 33 00:01:43,200 --> 00:01:46,400 All of these use different transmission technologies 34 00:01:46,400 --> 00:01:48,360 or different display standards. 35 00:01:48,360 --> 00:01:51,800 And for that reason we have different color standards to deliver to. 36 00:01:51,880 --> 00:01:55,880 If you were grading a non color managed project, you would have 37 00:01:55,880 --> 00:01:59,280 to hypothetically regrade your project for every one of those standards. 38 00:01:59,360 --> 00:02:02,960 But with color management enabled, it's enough for you to simply change 39 00:02:02,960 --> 00:02:05,480 the output standard that you're delivering to 40 00:02:05,480 --> 00:02:09,280 and automatically all of your grades will be remapped. 41 00:02:09,360 --> 00:02:11,920 So let's set this up in the project settings 42 00:02:11,920 --> 00:02:16,480 which you can access via the gear icon in the bottom right corner of the program. 43 00:02:16,560 --> 00:02:19,720 Going to click once and then in the sidebar on the left, 44 00:02:19,720 --> 00:02:23,200 I'm going to navigate to the color management section. 45 00:02:23,280 --> 00:02:27,040 By default, the color science is set to Da Vinci y RG b, 46 00:02:27,240 --> 00:02:30,240 which is essentially like disabling color management. 47 00:02:30,240 --> 00:02:33,160 I am going to select my dropdown list 48 00:02:33,160 --> 00:02:35,960 and enable it by selecting DaVinci. Why? 49 00:02:35,960 --> 00:02:38,760 To be color managed. 50 00:02:38,840 --> 00:02:41,640 When I do this, I reveal some additional controls. 51 00:02:41,640 --> 00:02:45,400 Right now we have a dropdown for Resolve color management preset 52 00:02:45,480 --> 00:02:49,560 and it's assuming that I want to deliver for conventional streaming online. 53 00:02:49,560 --> 00:02:52,200 You can see a slight description underneath telling you exactly 54 00:02:52,200 --> 00:02:53,960 what the standard is used for. 55 00:02:53,960 --> 00:02:55,680 If I click on this dropdown, I can see that 56 00:02:55,680 --> 00:02:57,480 there's a lot of other standards represented. 57 00:02:57,480 --> 00:02:59,280 As I mentioned, things like broadcast 58 00:02:59,280 --> 00:03:03,440 and cinema are all covered as well as SDR and HDR deliverables. 59 00:03:03,520 --> 00:03:06,720 I am going to choose a standard that's going to allow me to futureproof 60 00:03:06,720 --> 00:03:07,880 my project. 61 00:03:07,880 --> 00:03:11,040 Future proofing means that if something comes up down the line 62 00:03:11,040 --> 00:03:14,840 and I need to deliver to a new standard that I hadn't considered or one 63 00:03:14,840 --> 00:03:19,760 that might potentially not even exist yet, I can still do so with this project. 64 00:03:19,840 --> 00:03:23,880 The standard is called The Vinci wide Gamut and it far exceeds 65 00:03:23,880 --> 00:03:27,200 any other standards currently represented in this list. 66 00:03:27,280 --> 00:03:30,160 So pick The Vinci wide gamut. 67 00:03:30,240 --> 00:03:30,600 And then 68 00:03:30,600 --> 00:03:35,720 underneath that I am being prompted for an output color space and as you are color 69 00:03:35,720 --> 00:03:39,960 grading, this should represent the monitor that you're using for the color grade. 70 00:03:40,040 --> 00:03:43,560 In my case, I'm on a color grading monitor set to the rec 71 00:03:43,560 --> 00:03:46,160 seven or nine gamma two for standard. 72 00:03:46,160 --> 00:03:47,080 If you are grading 73 00:03:47,080 --> 00:03:50,120 on your computer monitor, you might want to check out what standard 74 00:03:50,120 --> 00:03:53,960 it currently uses and set your output color space to match 75 00:03:54,040 --> 00:03:57,040 when you creating deliverables for other standards 76 00:03:57,040 --> 00:04:00,920 for things like broadcast and cinema, you will need to look up what those 77 00:04:00,920 --> 00:04:05,200 deliverable requirements are and set the output color space accordingly. 78 00:04:05,280 --> 00:04:08,800 The only general rule here is that you want to start with the widest possible 79 00:04:08,800 --> 00:04:12,560 gamut and then work your way down as you start creating your deliverables. 80 00:04:12,640 --> 00:04:15,200 But in my case, this is the widest standard I need. 81 00:04:15,200 --> 00:04:17,560 It's rec seven and then Gamma to four. 82 00:04:17,560 --> 00:04:19,640 I'm going to click Save. 83 00:04:19,640 --> 00:04:20,800 And if I just before I do that, I'm 84 00:04:20,800 --> 00:04:24,720 going to move my project settings window out of the way and I'll keep 85 00:04:24,720 --> 00:04:30,320 an eye on the viewer as I do this so I can see the change occur. 86 00:04:30,400 --> 00:04:30,960 Right? So 87 00:04:30,960 --> 00:04:35,040 hopefully you'll notice the color shifted became a little bit more saturated. 88 00:04:35,040 --> 00:04:36,480 There's a touch more contrast. 89 00:04:36,480 --> 00:04:38,760 It's starting to look more like real life. 90 00:04:38,760 --> 00:04:42,800 So we're now no longer seeing this like log encoded version of the video clips. 91 00:04:42,880 --> 00:04:46,120 Feel free to navigate between these clips using the arrow keys 92 00:04:46,200 --> 00:04:49,840 to see that all of the colors have been shifted and all of the clips 93 00:04:49,840 --> 00:04:53,240 look closer to each other as well as a starting point. 94 00:04:53,320 --> 00:04:57,160 So now I can begin color grading, know that I am within a very safe standard 95 00:04:57,160 --> 00:04:58,080 for color grading. 96 00:04:58,080 --> 00:05:00,880 All of my tools are going to behave in a consistent manner 97 00:05:00,880 --> 00:05:04,560 and I can always change my output color space if I needed to. 98 00:05:04,640 --> 00:05:06,320 So how does the vintage resolve 99 00:05:06,320 --> 00:05:09,000 know what the starting point of all your footage is? 100 00:05:09,000 --> 00:05:11,600 Sometimes it doesn't know, sometimes it does. 101 00:05:11,600 --> 00:05:13,920 For example, when you're working with raw media, 102 00:05:13,920 --> 00:05:17,480 any of the raw standards currently supported by DaVinci Resolve will 103 00:05:17,480 --> 00:05:22,200 automatically be remapped into the working color space that you've set up. 104 00:05:22,280 --> 00:05:24,600 If I go back into my project settings, 105 00:05:24,600 --> 00:05:27,880 I can click on the camera raw tab in the sidebar 106 00:05:27,960 --> 00:05:31,320 and look at my raw profiles to see all of the different raw standards 107 00:05:31,320 --> 00:05:32,520 currently supported. 108 00:05:32,520 --> 00:05:35,080 All of these will automatically be remapped, 109 00:05:35,080 --> 00:05:38,040 so I don't have to worry about any of the clips that have 110 00:05:38,040 --> 00:05:41,040 blackmagic raw written under them in the codex. 111 00:05:41,240 --> 00:05:43,400 However, for clips that have been transcode. 112 00:05:43,400 --> 00:05:45,840 So I will progress the each h.r. 113 00:05:45,840 --> 00:05:49,800 Because of the nature of transcoding, we are losing some of the metadata 114 00:05:49,800 --> 00:05:52,800 associated with these clips when they were originally captured. 115 00:05:52,920 --> 00:05:56,760 So we don't actually know what the starting point is in this case. 116 00:05:56,760 --> 00:05:59,840 We would probably have to either look up our camera specs 117 00:05:59,840 --> 00:06:02,040 if we were the ones who shot the footage ourselves 118 00:06:02,040 --> 00:06:05,560 or get in contact with the camera operator or DP from the project 119 00:06:05,760 --> 00:06:08,640 and find out what color standard they shot in. 120 00:06:08,640 --> 00:06:11,640 We can then right click on any of the clips on the timeline 121 00:06:11,760 --> 00:06:14,520 and make changes to make sure that the input color space 122 00:06:14,520 --> 00:06:17,960 of the clips is specified and it matches their origin. 123 00:06:18,040 --> 00:06:20,640 So clip number seven, for example, has already been set up. 124 00:06:20,640 --> 00:06:24,720 I can navigate to input color space and I can see that this was captured 125 00:06:24,720 --> 00:06:27,720 on a Blackmagic design camera 4.6 k 126 00:06:27,720 --> 00:06:30,720 film using the generation one Color space, 127 00:06:30,720 --> 00:06:34,000 and so that has already been set up and remapped. 128 00:06:34,080 --> 00:06:37,520 Other times you might decide that you don't want to apply 129 00:06:37,520 --> 00:06:40,760 color management on certain clips or certain graphics, for example, 130 00:06:40,840 --> 00:06:44,480 in which case you can choose to bypass color management altogether. 131 00:06:44,560 --> 00:06:48,720 With this clip, for example, the color management has occurred, 132 00:06:48,800 --> 00:06:50,800 but I might find that it's a little extreme 133 00:06:50,800 --> 00:06:54,040 around the highlights, which are looking a bit saturated. 134 00:06:54,120 --> 00:07:00,840 I can right click on clip number ten and select bypass color Management. 135 00:07:00,920 --> 00:07:02,400 And in that case, I go back 136 00:07:02,400 --> 00:07:05,760 to that log look, but at least I feel like I have a little bit more control 137 00:07:05,760 --> 00:07:10,000 over how I set up my contrast and my saturation from the get go. 138 00:07:10,080 --> 00:07:12,800 The downside of disabling color management, though, on clips 139 00:07:12,800 --> 00:07:16,200 is that if you decide to change your output color 140 00:07:16,200 --> 00:07:20,080 space to a different deliverable standard, that clip will not react 141 00:07:20,080 --> 00:07:23,080 and it will not be remapped, which means you will have to recreate it. 142 00:07:23,200 --> 00:07:27,840 So you should avoid bypassing color management whenever possible. 143 00:07:27,920 --> 00:07:31,280 And then finally, if all of your media is originating 144 00:07:31,280 --> 00:07:33,240 from the same camera source, 145 00:07:33,240 --> 00:07:36,400 it makes sense to set it up in the project settings 146 00:07:36,400 --> 00:07:39,400 rather than the individual input color spaces. 147 00:07:39,600 --> 00:07:44,240 If I go back to my project settings controls the color management, 148 00:07:44,320 --> 00:07:46,560 I will need to return to my color management 149 00:07:46,560 --> 00:07:49,840 preset parameter and change it to custom. 150 00:07:49,920 --> 00:07:52,560 When I do that, any of the settings associated 151 00:07:52,560 --> 00:07:55,680 with DaVinci White Gamuts will reveal themselves 152 00:07:55,920 --> 00:07:59,920 and packed into all of these individual customizable parameters. 153 00:08:00,000 --> 00:08:08,200 So now I can set my input color space into whichever camera standard I wish, 154 00:08:08,280 --> 00:08:09,120 but in this case 155 00:08:09,120 --> 00:08:12,120 I'm happy to leave the default settings as they are. 156 00:08:12,240 --> 00:08:15,240 I'm going to click cancel and continue working. 157 00:08:15,240 --> 00:08:19,800 The next thing I'd like to take a look at is the Node editor and the first video. 158 00:08:20,000 --> 00:08:23,800 We used a Node editor primarily for organizing our grades. 159 00:08:23,800 --> 00:08:27,760 We had separate nodes for balancing, for creating contrast and looks. 160 00:08:27,840 --> 00:08:30,840 But in this video, I'd like to take a closer look at what 161 00:08:30,960 --> 00:08:35,080 the Node editor can do for us and why Node order matters. 162 00:08:35,160 --> 00:08:39,000 So I would like to perform a series of exercises with you and test 163 00:08:39,000 --> 00:08:42,440 you on how well you understand the signal flow. 164 00:08:42,520 --> 00:08:45,720 Hopefully when you complete these exercises, you'll develop 165 00:08:45,720 --> 00:08:49,400 more confidence in using the node editor and understanding how to break up 166 00:08:49,640 --> 00:08:52,640 the different stages of your color grading process. 167 00:08:52,680 --> 00:08:56,440 I have clip number one selected and the first thing I would like to do 168 00:08:56,520 --> 00:08:59,280 is turn this into a black and white image. 169 00:08:59,280 --> 00:09:02,880 If you've already used the primaries palette and the adjustment controls, 170 00:09:02,880 --> 00:09:04,880 you'll be familiar with the saturation parameter. 171 00:09:04,880 --> 00:09:08,960 So you know that it's enough to drag that down to zero or just select 172 00:09:08,960 --> 00:09:13,360 the numeric field and type zero in order to produce a black and white image. 173 00:09:13,440 --> 00:09:16,840 But I have another way of doing this that I prefer. 174 00:09:16,920 --> 00:09:21,440 So I will double click the saturation parameter to reset it, and I 175 00:09:21,440 --> 00:09:26,360 will go to a different palette in the left palettes called the rugby mixer. 176 00:09:26,440 --> 00:09:29,760 In this palette, I'm able to instantly turn this image black and white 177 00:09:29,880 --> 00:09:32,880 by navigating down to the monochrome 178 00:09:33,120 --> 00:09:37,320 parameter and clicking the checkbox and now have a black and white image. 179 00:09:37,400 --> 00:09:39,640 But I also have some additional control 180 00:09:39,640 --> 00:09:43,680 over the individual red, green and blue channel strengths. 181 00:09:43,760 --> 00:09:46,760 I can drag these color bars 182 00:09:47,000 --> 00:09:50,680 and increase the intensity of the red channel, for example, 183 00:09:50,760 --> 00:09:52,720 which will elevate things like skin tones 184 00:09:52,720 --> 00:09:57,840 or anything that's got earthy or brown colors, 185 00:09:57,920 --> 00:10:00,440 or I can do the same thing for my green output. 186 00:10:00,440 --> 00:10:03,120 This will affect natural elements like trees. 187 00:10:03,120 --> 00:10:04,840 And then finally, I can also do the same thing 188 00:10:04,840 --> 00:10:09,720 for the blue channel, which tends to affect things like skies and water. 189 00:10:09,800 --> 00:10:14,320 I will reset the green and blue and just leave my red channel elevated 190 00:10:14,400 --> 00:10:18,200 so that I have a slightly brighter image than I had originally. 191 00:10:18,280 --> 00:10:20,680 I will label this node call this black 192 00:10:20,680 --> 00:10:24,480 and white to VW and then create a new serial. 193 00:10:24,560 --> 00:10:28,120 So far we've been using the contextual menu to add 194 00:10:28,200 --> 00:10:32,040 new serial corrector nodes, but I can also use a shortcut 195 00:10:32,040 --> 00:10:37,600 which is option s on a mac or alt s on a PC. 196 00:10:37,680 --> 00:10:41,080 So it's a nice quick way to generate new character nodes. 197 00:10:41,160 --> 00:10:45,640 And this node I will use to turn the image into a sepia tone. 198 00:10:45,720 --> 00:10:48,400 The sepia is kind of like a reddish brown tone 199 00:10:48,400 --> 00:10:52,000 that's most commonly associated with older photography, 200 00:10:52,080 --> 00:10:55,720 so I'll give it a label in the note editor. 201 00:10:55,720 --> 00:11:01,840 Return back to my color wheels and I'm going to drag the gamma wheel 202 00:11:01,920 --> 00:11:03,080 towards this orange 203 00:11:03,080 --> 00:11:06,080 red until I get that exact look. 204 00:11:06,320 --> 00:11:08,800 All right, So this is the first question I'd like to ask you. 205 00:11:08,800 --> 00:11:10,000 The first test. 206 00:11:10,000 --> 00:11:14,080 What will happen if I switched the order of those two notes? 207 00:11:14,160 --> 00:11:15,800 Will it make a difference? 208 00:11:15,800 --> 00:11:18,800 And what will we end up seeing in the viewer? 209 00:11:18,800 --> 00:11:23,000 If we follow the video signal from left to right, 210 00:11:23,080 --> 00:11:27,040 we can read the first note as being the RGV input. 211 00:11:27,040 --> 00:11:30,280 This is where the original video signal enters. 212 00:11:30,360 --> 00:11:31,920 We travel to the right. 213 00:11:31,920 --> 00:11:35,720 You can see there's an entrance arrow to the black and white node 214 00:11:35,800 --> 00:11:38,480 where the image gets turned black and white. 215 00:11:38,480 --> 00:11:42,960 The signal then continues into the s.p.a., where we then turn it into this orange. 216 00:11:42,960 --> 00:11:47,280 You read Finally the signal continues into the RGV output, 217 00:11:47,520 --> 00:11:49,920 which is what we end up seeing in the viewer. 218 00:11:49,920 --> 00:11:51,720 So the order does matter. 219 00:11:51,720 --> 00:11:55,600 But what will happen visually right now, if I change the order, these two around, 220 00:11:55,680 --> 00:11:57,720 there's a couple of ways to accomplish this. 221 00:11:57,720 --> 00:11:58,880 One way you should know about 222 00:11:58,880 --> 00:12:02,480 is being able to extract the node from the connection line. 223 00:12:02,560 --> 00:12:07,920 I'm going to select the node press e on my keyboard e for extract 224 00:12:08,000 --> 00:12:08,520 the node 225 00:12:08,520 --> 00:12:12,600 pops off and I can now move my black and white to the side 226 00:12:12,680 --> 00:12:17,200 and make room to place the sepia toned over there. 227 00:12:17,280 --> 00:12:19,920 When I drop it off, I will see the result in the viewer. 228 00:12:19,920 --> 00:12:23,720 And if anyone was thinking to themselves, the image will definitely be black 229 00:12:23,720 --> 00:12:27,840 and white, because that's the very last action that we perform. 230 00:12:27,920 --> 00:12:29,640 Then you were right. 231 00:12:29,640 --> 00:12:32,280 But does that mean that the S.p.a. 232 00:12:32,280 --> 00:12:33,600 didn't matter at all, 233 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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