COLOR
CORRECTION
H A N D B O O K
second edition
Professional Techniques
for Video and Cinema
Alexis Van Hurkman
COLOR
CORRECTION
H A N D B O O K
Professional Techniques
for Video and Cinema,
2nd Edition
Alexis Van Hurkman
COLOR CORRECTION HANDBOOK:
Professional Techniques for Video and Cinema, Second Edition
Alexis Van Hurkman
Peachpit Press
www.peachpit.com
To report errors, please send a note to
[email protected]
Peachpit Press is a division of Pearson Education
Copyright © 2014 by Alexis Van Hurkman
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Cover photo: Kaylynn Raschke
Cover models: Gal Friday
Notice of Rights
All rights reserved. No part of this book may be reproduced or transmitted in any form
by any means, electronic, mechanical, photocopying, recording, or otherwise, without
the prior written permission of the publisher. For information on getting permission for
reprints and excerpts, contact
[email protected].
Notice of Liability
The information in this book is distributed on an “As Is” basis without warranty. While
every precaution has been taken in the preparation of the book, neither the author nor
Peachpit shall have any liability to any person or entity with respect to any loss or damage
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ISBN-13: 978-0-321-92966-2
ISBN-10: 978-0-321-92966-7
987654321
Printed and bound in the United States of America
DEDICATION
To my wife and companion, Kaylynn.
I merely create the appearance of beauty.
You make the world beautiful wherever you go…
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v
TABLE OF CONTENTS
FOREWORD
xi
INTRODUCTION
xv
1 COLOR CORRECTION WORKFLOWS
1
Are You Grading for Cinema, Broadcast, or the Web?
1
Where Colorists Fit In
2
Before the Shoot: Choosing a Recording Format
4
Digital Dailies: The Start of Postproduction
12
Round-Trip Workflows
18
2 SETTING UP A COLOR CORRECTION
ENVIRONMENT
25
Understanding Display-Referred Color Management
25
Choosing a Display
29
Display Calibration
50
Setting Up a Color Correction Suite
60
Configuring a Grading Theater
68
Other Hardware for Color Correction
76
3 PRIMARY CONTRAST ADJUSTMENTS
83
How We See Color
83
Luminance and Luma
84
Evaluating Contrast Using Video Scopes
92
Controls to Adjust Contrast
97
Expanding Contrast
110
Compressing Contrast
113
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TABLE OF CONTENTS
Y'CBCR Luma Adjustments vs. RGB Luma Adjustments
114
Redistributing Midtone Contrast
117
Adjusting Log-Encoded Contrast
122
Setting Appropriate Highlights and Shadows
131
Working with High Dynamic Range (HDR) Media
141
Contrast and Perception
146
Contrast During Exhibition
151
Dealing with Underexposure
152
Dealing with Overexposure
160
4 PRIMARY COLOR ADJUSTMENTS
175
Color Temperature
177
What Is Chroma?
181
Analyzing Color Balance
192
Using Color Balance Controls
202
Using Log Color Controls
229
Color Temperature Controls
237
Using Color Curves
238
Saturation Adjustments
249
Understanding and Controlling Color Contrast
262
5 HSL QUALIFICATION AND HUE CURVES
273
HSL Qualification in Theory
274
Individual Qualifier Controls
277
A Basic HSL Qualification Workflow
289
Tips for Using and Optimizing HSL Qualifications
297
Different Ways of Using HSL Qualifiers
304
TABLE OF CONTENTS
Hue Curve Adjustments
315
Other Types of HSL Adjustments
323
Advanced Keyers
325
6 SHAPES
331
Shape UI and Controls
332
Highlighting Subjects
338
Creating Depth
343
Shapes + HSL Qualifiers
349
Aggressive Digital Relighting
350
Shapes and Motion
355
7 ANIMATING GRADES
365
Grade Animation Controls Compared
365
Correcting Changes in Exposure
373
Correcting Hue Shifts
375
Grade Transitions Using Through Edits and Dissolves
383
Artificial Lighting Changes
385
Creative Grade Animation
389
8 MEMORY COLORS: SKIN TONE,
SKIES, AND FOLIAGE
393
What Are Memory Colors?
394
Ideals for Skin Tone
407
Techniques for Adjusting Complexion Using Secondaries
452
Ideals for Skies
468
Techniques for Adjusting Skies
477
Ideals for Foliage
496
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TABLE OF CONTENTS
9 SHOT MATCHING AND
SCENE BALANCING
511
Color Timing
512
Strategies for Working with Clients
515
How to Begin Balancing a Scene
517
How to Match One Shot to Another
520
Recycling Grades
535
Scene Matching in Action
542
10 QUALITY CONTROL AND
BROADCAST SAFE
549
Grading for Film Output
551
Video Signal Standards and Limits
552
Quality Control Issues That Affect Colorists
560
Six Structured Steps to Legalizing Your Picture
561
Monitoring and Legalizing Saturation in Detail
562
RGB Color Space Legality and the RGB Parade Scope
575
Soft Clipping for Luma and RGB
578
Other Video Scope Options for Broadcast Gamut Monitoring
579
Creating Graphics and Animation with Legal Values
584
Broadcast-Safe Settings in Grading Applications
586
Broadcast-Safe Settings in Editing Applications
587
Avid Media Composer and Symphony Broadcast-Safe Settings
588
Adobe Premiere Pro Broadcast-Safe Settings
591
Final Cut Pro X Broadcast-Safe Settings
592
Final Cut Pro 7 Broadcast-Safe Settings
592
TABLE OF CONTENTS
PREVIEW: COLOR CORRECTION
LOOK BOOK
599
Tints and Color Washes
600
Undertones
610
Vibrance and Targeted Saturation
618
INDEX
621
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FOREWORD
This is the book I’ve been waiting for: the definitive book on grading for colorists
and aspiring colorists alike.
I’ve been involved in postproduction since 1983. Over the years I have color corrected
more than 3,000 music videos, countless commercials, and numerous television
shows and features. I’ve worked with some of the most talented directors, actors,
and singers in the world. I can’t imagine any other job where I could have had such
an impact on pop culture. I love what I do, and I’m so happy that this book will
lead more people to a fulfilling career in grading.
I started my color correction career in Toronto, Canada, at a post house called The
Magnetic North Corporation. Color correction was still relatively new. We had a
Rank Cintel flying spot scanner and an Amigo Color Corrector with primary color
control, no secondaries, and not much else. How times have changed! Today’s colorists have a massive amount of control over the look of the image and can choose
from a variety of color correctors to help them achieve their goals.
Back in the 1980s, the only way you could become a colorist was to work at a post
house, or possibly a television station. You started as a tape assistant and learned all
the basics of video, such as lining up a tape for the online editor and understanding
what acceptable video levels were for broadcast. It often took years before you got
the opportunity to sit in “the chair.”
Back in those days, we mostly color corrected film, and clients were still nervous
about letting us put their precious negative on a machine that could possibly
scratch it or worse. Because of our limited color control of the images, we colorists
were considered a necessary evil (at best) in the film-to-tape process.
Luckily for us, in 1984, the DaVinci color correction system came out and gave us
much more latitude in how we manipulated the images. Suddenly, talented telecine
colorists became a more important part of the post process, much sought after, and
constantly booked. Most of our work came from doing commercials, music videos,
and television shows; films were still color corrected only photochemically.
During the 1980s, many people who worked at post houses had come from a television background, so when we colorists starting experimenting with crushing
blacks and manipulating color, there were many technicians staring at their scopes
and scratching their heads worrying that the networks might reject these looks.
Looking back, it’s funny to think about how many times I was told I had crushed
the blacks and lost all the detail. What was I thinking?
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FOREWORD
In the 1990s we transitioned from analog into digital. In the analog world there
were all kinds of issues that could make a colorist prematurely gray. The telecine
itself often had some color drift; to get around that, after we colored a take, we
would immediately record it to tape. Even when the telecine itself was stable, the
still store’s color could drift, throwing off all of your color matching. I still get a
knot in my stomach just thinking about it. With the arrival of the digital era, many
of these issues went away, and we could usually count on a more stable color correction environment.
At that time, the best colorists became the rock stars of postproduction. Directors
and DPs had to have their favorite colorists working on their projects. We had more
color control than ever, and when music videos directed by David Fincher, Mark
Romanek, and Michael Bay debuted on MTV, the world took notice. What’s more,
when the commercial world saw how much attention music videos were attracting
for their “look,” advertising agencies demanded the top coloring talent as well.
But the coloring world remained mostly closed off to anyone who thought they
might want to do color grading as a career. You still had to come up through the
post house system, and you had to be talented, lucky, and patient enough to slowly
build a clientele.
There were no books to help you learn your craft back then. Learning color grading
was trial and error and a good deal of frustration. Back then, a grading suite could
cost more than a million dollars and needed a lot of tech support. Today, as we
know, it’s a much different story. It still takes technical knowledge and artistic skill
to build a client following, but the opportunities to do so are much more accessible
than before.
As the millennium came upon us, digital colorists began to realize the possibility
of grading feature films, but barriers persisted. Among other things, the amount of
storage needed seemed almost inconceivable. Finally, in 2004, Company 3 built a
feature-film DI suite, and I got to grade my first feature; it was Constantine, starring
Keanu Reeves and directed by Francis Lawrence, for whom I had graded more than
50 music videos. I can’t say how thrilling it was after all those years to color for the
big screen.
Over the past seven years, much of the film and broadcast world has been transitioning away from film cameras to digital. Digital cinematography has affected the
way we as colorists do things as well. Now that we have the capability to color correct raw footage in cut order, we can be much more accurate and detailed in how
we grade a project. We can take advantage of all the improvements in color correction systems such as advanced secondary control, windowing, LUTs, and more.
It’s an exciting time in our profession. Things are changing quickly, and color correction is finally getting the notice and respect it deserves after all these years. I can
think of no more opportune time for the arrival of this new edition of Alexis Van
Hurkman’s Color Correction Handbook.
FOREWORD
I’m a huge fan of Alexis’s book. This is a great tool for anyone who has ever wondered, “How did they get it to look like that?” Whether you’re an aspiring colorist
or a seasoned pro, you’ll find it an amazing learning tool or a great book of reference. For the novice, it’s organized in a way to make even fairly advanced ideas
easy to understand and to emulate. For an experienced professional like me, some
of the techniques discussed here inspired me to try things in a different way than
I might have. I can’t think of any major color correction issue that this book does
not cover.
And it’s all presented in a concise, easy-to-understand format. Reading this book is
like taking a master class in color correction. Years of experience fill its pages, and
it’s there for your reference whenever you need it.
—David Hussey, colorist and cofounder, C03 LA
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INTRODUCTION
Color is life, for a world without colors appears to us as dead. Colors are
primordial ideas, children of the aboriginal colorless light and its counterpart,
colorless darkness. As flame begets light, so light engenders colors. Colors are
the children of light, and light is their mother. Light, that first phenomenon of
the world, reveals to us the spirit and living soul of the world through colors.
—Johannes Itten (1888–1967)
This book is intended for developing colorists who aspire to master the art and
engineering of serious color grading. It incorporates information and techniques
that I’ve found useful during my career as a colorist of narrative and documentary
projects. It has also provided me with an excellent excuse to delve more deeply into
not just how to create the adjustments we make in the most efficient way possible
but why we make them in the first place and how they interact with the viewer’s
visual perceptions so that we can exert more direct and informed control over
the process.
Although this book generally assumes you’re a paid professional who’s working in
client-driven situations, the information is accessible to anyone with an interest in
giving their programs a creative polish, from the do-it-yourself (DIY) filmmaker to
the creative editor who’s looking to enhance her skill set.
It used to be that the ranks of color timers, telecine operators, and colorists for
broadcast were an exclusive and high-priced club. Because professional color grading
required half-million-dollar suites filled with dedicated hardware, there were few
such suites. Learning to operate such systems typically involved an apprenticeship
(starting out as a tape operator) where you had the opportunity to learn at the
elbow of the senior colorist before eventually graduating to junior colorist, grading
dailies and doing night-shift work, and eventually proving your mettle and getting
involved with more serious sessions.
This is changing. With the proliferation of high-quality, dedicated color grading
systems on desktop hardware, the half-million-dollar investment has dropped precipitously, opening up the field to an ever-increasing number of boutique post houses
that can offer truly professional services, not to mention individual filmmakers and
production facilities that are daring to go “in-house” with their color grading.
As a result, editors and compositing artists alike are gravitating toward adding color
correction to their already wide skill set. This is natural, and one of many reasons
I think this book is an important offering to the postproduction community. There
are no longer as many opportunities for apprenticeship with a seasoned professional,
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INTRODUCTION
and the need for talent in this arena is growing as more and more producers
that once would never have considered putting their programs through a color
correction pass are coming to the realization that if the program isn’t graded, it’s
not finished.
However, even though color correction is becoming increasingly absorbed into the
postproduction process, I make a passionate argument for the role of the dedicated
colorist working within a specifically configured suite or grading theater. I don’t
have a problem with color correction being done in a home-office environment,
but no matter where you park your gear, it’s essential (as I discuss in Chapter 2) to
monitor your image in a proper environment on an appropriate display if you want
professional results. I liken grading rooms to audio mixing stages: For both audio
and video, the best decisions are made by an experienced artist working in a carefully focused environment that allows a fine degree of control over the process.
Although it’s arguable that colorists are perhaps the smallest subcommunity in
postproduction, a lot of applications are currently available that are dedicated
to the task of grading. At the time of this writing, some of the more notable of
these include DaVinci Resolve, FilmLight Baselight, Assimilate Scratch, Adobe
SpeedGrade, SGO Mistika, Digital Vision Film Master, Autodesk Lustre, and
Marquise Technologies RAIN.
Each of these applications differs widely in their real-time capabilities and their
overall approach to the grading user interface (UI), yet they all share a largely common toolset so that once you learn the basics of three-way color balancing, curves,
lift/gamma/gain contrast adjustment, HSL Qualification, and the use of shapes,
video scopes, and grade management, you’ll have a very good idea of how to go
about getting the job done in any one of these applications.
Furthermore, I’ve deliberately chosen to focus on applications that are compatible
with dedicated control surfaces, on the premise that serious-minded practitioners
will come to appreciate the comfort and efficiency that these surfaces offer during
long grading sessions.
In terms of the specific applications that I mention in this book, it’s impossible to
do a comprehensive survey of functionality for every single application. Instead,
I’ve tried to include information that’s applicable to the most widely used of the
color grading applications with which I’m familiar and to call out notable functions
within specific applications where appropriate. For obvious reasons, I created most
of the examples using one of four applications that I personally have had installed
during the development of this book: DaVinci Resolve, FilmLight Baselight Editions,
Assimilate Scratch, and Adobe SpeedGrade. But I’ve worked hard to make sure that
the majority of the examples apply equally well to other grading applications.
INTRODUCTION
This is not to say that the techniques explored within this book are useful only to
operators of dedicated grading applications. As the postproduction software industry has matured, advanced color correction tools have snuck into a wide variety of
applications, ranging from ambitious combination editorial/compositing/finishing apps such as Autodesk Smoke and Avid Symphony, to more focused nonlinear
editors (NLEs) including Avid Media Composer, Apple Final Cut Pro X, Adobe
Premiere Pro, and Sony Vegas Pro. Furthermore, if an NLE’s built-in tools don’t
float your boat, additional third-party color correction plug-ins such as Red Giant’s
Colorista II, Magic Bullet Looks, and Synthetic Aperture’s Color Finesse let you significantly extend your editing software’s capabilities.
Last, but certainly not least, compositing applications such as Adobe After Effects
and The Foundry’s Nuke have color correction capabilities built in, primarily for plate
matching and effects work, but there are hardy souls who use these applications for
full-bore grading work. If you’re among that group, I salute you for your moxie.
For all of these applications, if you have access to the basic tools I mentioned earlier, then you’ll be able to adapt the techniques found here. I’ve found that it’s
almost more important to see the idea behind general approaches to solving a particular problem or creating a unique grade than it is to get a specific step-by-step
list of instructions. Once you’ve got an idea of what would be interesting to do,
figuring out how to do it in your particular application is simply a detail. For that
reason, I’ve deliberately chosen to put creativity first and to generalize application
functionality as much as possible so that the techniques are applicable on the widest possible array of applications.
COLOR CORRECTION VS. GRADING
At one time (not so very long ago) color correction was the description given to color
work on video, while grading was the term applied to the process of color timing
motion-picture film.
As the tools for both film and video have merged, times have changed, and now
the terms have become suspiciously interchangeable. However, I would argue that
color correction refers to a process that is more technical in nature, of making
adjustments to correct clear qualitative problems in an image, bringing it to a fairly
neutral state, whereas grading refers to a more intensive process of developing an
appropriate overall style for the image, relative to the narrative and artistic needs of
a program.
Practically speaking, you’ll find me referring to corrections and grades in different
contexts. When describing the process of actually working on a shot, a correction
is an individual adjustment, whereas a grade is a collection of multiple adjustments
that together create the overall look you’re developing for a shot.
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INTRODUCTION
Colorist Joe Owens, who was the technical editor for this book, said it best in a note
he sent me for the first edition, which I paraphrase here: “Correction is a swordfight, while grading is the war.” Well said.
THE SIX LABORS OF THE COLORIST
This section is an updated version of material I wrote, originally, for the documentation of another, now-defunct, grading application, but knowing how many
people actually read user manuals, I felt it was important enough to include here,
where it might actually be seen.
In any postproduction workflow, grading is typically one of the last steps taken to
finish an edited program, although on-set grading, digital dailies correction, and
ongoing grading in sync with rolling project re-conforms are increasingly bringing
the colorist into the production and postproduction process at earlier and earlier stages.
Regardless, in the end, every program you work on requires some combination of
the following steps.
CORRECTING ERRORS OF COLOR AND EXPOSURE
Images acquired digitally almost never have optimal exposure or color balance
to begin with. Just one example of this is that digital cameras deliberately record
blacks that aren’t quite at 0 percent in order to avoid inadvertent crushing of valuable shadow detail.
Furthermore, accidents happen. For example, someone may have used incorrect
white balance settings when shooting an interview in an office lit with fluorescent
lights, resulting in footage with a greenish tinge. Unless your client is a big fan of
the Wachowski siblings’ The Matrix, this is probably something you’ll need to do
something about.
MAKING KEY ELEMENTS LOOK RIGHT
Every scene has key elements that should be the focus of the viewer. In a narrative
or documentary video, this is probably the people in each shot. In a commercial,
this is undoubtedly the product being sold (the color of packaging or the glossiness of a vehicle). Whatever these key elements are, your audience will likely have
certain expectations of their appearance (referred to in this book as audience preference), and it’s your job to navigate the difference between the uncorrected shot and
the preferred image characteristics that correspond to the key subjects within.
A common example is one of the guiding principles of color correction: All things
being equal, the skin tones of people in a scene should look as good as (or better
than) those in real life.
INTRODUCTION
BALANCING SHOTS IN A SCENE TO MATCH
Most programs, narrative or documentary, incorporate footage from a variety of
sources, shot in multiple locations over the course of days, weeks, or months of
production. Even with skilled lighting and camera crews, differences in color and
exposure are inevitable, even in shots being combined within a single scene.
When viewed together in an edited sequence, these inconsistencies of color and
contrast cause individual shots to stick out, making the editing appear uneven and
throwing the audience out of the scene.
With careful color correction, all the different shots that make up a scene can be
balanced to match one another so that they all look as if they’re happening at the
same time and in the same place, with the same lighting. Although this has traditionally been referred to as scene-to-scene color correction, I refer to it in this book
as a process of shot-matching and scene-balancing.
CREATING STYLE
Color correction isn’t just about making every shot in your program match some
objective model of color balance and exposure. Color and contrast, like sound, provide another level of dramatic control over your program when subtly mixed and
adjusted.
With imaginative grading, you can control whether the image is rich and saturated
or muted and subdued. You can make shots warmer or cooler and extract detail
from shadows or crush it, all with a few turns of a dial or trackball. Such alterations
change the audience’s perception of a scene, setting the mood.
CREATING DEPTH
As Vittorio Storaro says in the 1992 documentary Visions of Light, one of the cinematographer’s jobs is to create depth in an essentially two-dimensional medium.
With the tools available in modern grading applications, this task also falls to you
to implement where improvements to the original image are possible. This has
nothing to do with stereoscopic imaging and has everything to do with simple,
two-dimensional principles of how color and contrast affect our depth perception
in various scenes.
ADHERING TO QUALITY CONTROL STANDARDS
Programs destined for broadcast usually need to adhere to quality control (QC)
guidelines specifying the “legal” limits for the signal—things like minimum black
levels, maximum white levels, and minimum and maximum chroma and composite RGB limits. Adherence to these guidelines is important to ensure that your
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INTRODUCTION
program is accepted for broadcast, since “illegal” values may cause problems when
the program is encoded for transmission. QC standards vary, so it’s important to
check what these guidelines are in advance.
THE COLORIST’S RELATIONSHIP WITH
THE CINEMATOGRAPHER
Many, many people involve themselves in the postproduction process. As a colorist,
you’ll find yourself working with the producer, director, and cinematographer in
different proportions that are unique to every project.
The cinematographer’s job during the shoot is to work with the director to plan
for and implement the look of the program while it’s shot. Choosing specific digital formats or film stocks, camera equipment, and lenses, as well as determining
the quality of lighting, are all decisions within the cinematographer’s domain of
responsibility, as is the ultimate quality of the recorded image. For that reason, the
cinematographer has a vested interest in your activities.
It’s worth emphasizing that if a good range of color and contrast isn’t shot during
the production, you won’t have the data necessary to do a good job—you can’t
really add anything that wasn’t there to begin with. In this regard, the cinematographer isn’t working alone; you should also consider that the art department
(set design/dressing, props, wardrobe) exerts direct control over the actual range
of colors that appear in each and every shot. Visually, the filmmaking process is a
symphony of artists working with paint, fabric, light, and optics to create the image
that is ultimately entrusted to your care.
Although the producer or director usually has the final say over the creative aspect
of your work, the cinematographer should be involved in the color correction process as well. This is usually dependent on the size and budget of the project, as well
as the creative relationship of the principals. Typically, the higher the budget, the
more involved the cinematographer will be.
DIFFERENT WAYS OF WORKING WITH THE CINEMATOGRAPHER
Another factor in the cinematographer’s involvement is the image pipeline that was
decided upon in preproduction. Traditionally, a program’s overall look was primarily determined in camera, through careful choice of film stock, lens filtration, white
balance manipulation (in video), and lighting setups.
Although the notion of deliberately exposing the image for later grading is seeping into the field of cinematography, there’s still plenty of room, and need, for
a traditional adherence to careful photography on the set. When contrast and
color is adjusted to taste in the initial exposure, according to the latitude of the
recording format, and care is taken to balance each lighting setup for maximum
INTRODUCTION
compatibility with the other angles of coverage within the same scene, the need for
later color correction isn’t simply minimized so much as the potential for creating
even more spectacular images is increased.
On the other hand, with digital grading becoming an increasingly affordable and
flexible process, some cinematographers are beginning to expose film and digital
media in such a way as to sacrifice the immediate projectability of the dailies in
favor of preserving maximum image data for the color correction process in post.
Methods include slightly (and it should be only slightly) overexposing the shadows
and underexposing the highlights in order to minimize the loss of detail due to
digital clipping and crushing (telecine operators may also do the same thing when
transferring film to video for a safety transfer). During color correction, the contrast
is then easily readjusted to emphasize whichever portion of the image is necessary
for the desired look.
When a program’s look has been decided in camera, your job is to balance and correct according to the originally intended lighting scheme. If the image was exposed
intentionally to maximize image data for later digital manipulation, the creative
possibilities are considerably more open-ended and subject to reinterpretation. In
either case, the cinematographer’s involvement will be invaluable in guiding you
through how everything was originally intended to look, freeing you from having
to make assumptions (with the inevitable later revisions) and saving you time to
focus on the truly important creative issues.
In turn, your job also includes making options available in circumstances where
the cinematographer is considering alternatives based on changes during editing,
problems with the originally recorded image, or a producer’s and director’s ambivalence with the originally rendered lighting scheme. You will also find yourself
assuming the role of negotiator when conflicts between producers, directors, and
cinematographers occur over the look of a particular sequence.
Lastly, issues of quality control must be resolved in programs destined for terrestrial
or satellite broadcast, and that is where you need to be mindful of when a requested
adjustment needs to be subdued in order to maintain a legal signal. You should always
discuss the QC standard that a program should adhere to in advance and be prepared
to tactfully find alternatives for or overrule adjustments that violate those standards.
LEARN TO COMMUNICATE
One of the best ways you can improve your rapport with both cinematographers
and directors, as well as generally improve your skills as a colorist, is to take the
time to learn more about the art and craft of lighting for film and digital media.
The more you know about how color and contrast is manipulated on location
through all of the tools of the cinematographer’s craft, the better you’ll be able to
analyze and manipulate each clip. Furthermore, the more you know about how a
film crew works, the better you’ll be able to conduct the detective work necessary
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INTRODUCTION
to figuring out why one clip isn’t matching another. (Was there a wind blowing the
gel in front of the key light? During what time of day was that insert clip shot? Did
one of your lighting fixtures become unavailable in the reverse shot?)
Cinematography, like every discipline, has its own language. The more familiar you
become with terms like low-key and high-key, different lighting setups, film stocks,
digital media formats, and color temperatures, the easier it will be to discuss and
understand the cinematographer’s goals and suggestions.
SPECIAL THANKS
I want to first extend a deep, heartfelt thanks to the filmmakers who have graciously
allowed me to abuse their work in public within this volume. All of these projects
are programs that I’ve personally graded, and they represent a fair spectrum of
what you’ll see in the real world. All were terrific clients to work with, and I sincerely
appreciate their contributions to this book.
• Josh and Jason Diamond (directors) for excerpts from their Jackson Harris music
video and their narrative short Nana.
• Matt Pellowski (director) for excerpts from Dead Rising.
• Sam Feder (director) for excerpts from his documentary feature Kate Bornstein:
A Queer and Pleasant Danger.
• An excerpt from my own narrative short, The Place Where You Live (me, director), is featured as well, and I’d be neglectful if I didn’t thank Marc Hamaker
and Steve Vasko at Autodesk, who sponsored the project.
• Gianluca Bertone (DP), Rocco Ceselin (director), and Dimitrios Papagiannis for
their brilliant “Keys Ranch” F65 footage.
• Yan Vizinberg (director), Abigail Honor (producer), and Chris Cooper (producer)
for excerpts from Persona Films’ feature Cargo.
• Jake Cashill (director) for excerpts from his feature-length thriller Oral Fixation.
• Bill Kirstein (director) and David Kongstvedt (writer) for excerpts from their
feature Osiris Ford.
• Lauren Wolkstein (director) for excerpts from her award-winning short
Cigarette Candy.
• Michael Hill (director) for excerpts from his 16mm short La Juerga.
• Kelvin Rush (director) for excerpts from his Super 16mm short Urn.
• Rob Tsao (director) for excerpts from his comedic short Mum’s the Word.
• Paul Darrigo (producer) for excerpts from the television pilot FBI Guys.
INTRODUCTION
I must extend additional thanks for the use of clips from programs I didn’t work on
but that provide unique qualities that are valuable to the examples I needed
to show.
• The nice folks at Crumplepop including Gabe Cheifetz, Jed Smentek, and Sara
Abdelaal (who shot the material) for a wealth of stock videography they provided me with, as well as other materials from Crumplepop’s scanned film grain
library and film LUT analyses
• Warren Eagles (colorist) for clips of film and video distress from his Scratch FX
library (available from fxphd)
• Suzann Beck (portraitist) for images from her personal collection of work
• Peter Getzels (producer/director), Dr. Robert Lawrence Kuhn (executive producer), and Robbie Carman (colorist) for a clip from the documentary series
Closer to Truth
• John Dames (director, Crime of the Century) for clips from Branded Content for
Maserati Quattroporte
I also want to give thanks to Kaylynn Raschke, a talented photographer (and my
lovely wife) who is responsible for the images gracing the covers of both the previous and current editions of this book and for many additional images that appear
within numerous examples. She has also gamely put up with my triple-shifts as I’ve
brought this and many other works to light this year.
Thanks are also due to photographer Sasha Nialla, who assembled the models and
executed the photo shoot for the skin tone study that appears in Chapter 8. It was
an invaluable and last-minute effort that I couldn’t have done myself.
Additionally, I could not have written this book without the help of many, many
individuals at companies that include true titans of the grading industry (presented
in no particular order).
• Grant Petty, CEO of Blackmagic Design; Peter Chamberlain, product manager
for DaVinci Resolve; and Rohit Gupta, director of DaVinci software engineering,
all of with whom I’ve been fortunate enough to work with over the years, for
sharing as much as they have in both the previous edition and the current one.
• Bram Desmet, general manager of Flanders Scientific, who humored my endless questions during a week spent at BIRTV in Beijing, China, and continued
to provide an inexhaustible supply of technical information over the months,
along with an invaluable peek behind the curtain of professional display
manufacturing.
• At FilmLight, Martin Tlaskal, lead developer of Baselight; Mark Burton, head of
marketing; and Jo Gilliver, technical writer, for providing so much great information and so many screenshots for Baselight.
xxiii
xxiv
INTRODUCTION
• Special thanks also to Richard Kirk, colour scientist at FilmLight, for providing
detailed information about LUT calibration and management, as well as deep,
ongoing information about the colour science behind film emulation procedures
and processes.
• At SGO, Sam Sheppard, colorist, for providing great information, demo time,
and screenshots of Mistika.
• Steve Shaw, owner of Light Illusion, for in-depth information about LUT calibration and color management and for film simulation LUTs that I was able to use
as examples in Chapter 2.
• Luhr Jensen, CEO, and Jenny Agidius, at Klein Instruments, for providing
loaner hardware and extensive information about their Klein K10 spectrometer’s interoperability.
• At Autodesk, Marc-André Ferguson, user experience designer; Ken LaRue, lead
trainer; and Marc Hamaker, senior product marketing manager, for variously
fielding all of my questions about Autodesk Smoke and Lustre.
• At Quantel, Lee Turvey, sales manager (New York); Brad Wensley, senior product
specialist; and David Throup, R&D group leader, for providing excellent information, screenshots, and demonstrations of Quantel’s Rio and Pablo grading
workstations.
• Sherif Sadek, “assimilator,” at, you guessed it, Assimilate, for providing demo
licenses of Scratch, screenshots, and answers to numerous questions as I integrated Scratch examples into this book.
• Patrick Palmer and Eric Philpott at Adobe for their ongoing support and information about Adobe SpeedGrade.
• At X-Rite, Tom Lianza, director of R&D (Digital Imaging), and Chris Halford,
senior product manager (Pantone), for providing crucial details about color calibration. Tom also went the extra mile in doing the mathematical conversions
that appear in Chapter 8.
• Andy Knox, operations director, and Chris Rose, technical director at Tangent
Designs, for providing control surfaces for evaluation and for fascinating and
ongoing discussions about control surface design.
• Steve Bayes, product manager at Apple, Inc., for being a generally great guy and
making the occasional introduction when necessary.
• Mike Ruffolo at RTI Film Group for providing images of the Filmlab Systems
International Colormaster color analyzer, the Hazeltine color analyzer, and the
BHP wet/dry film printer seen in Chapter 9.
INTRODUCTION
• Ronald Shung, product marketing manager at Tektronix, for providing screenshots of the patented Tektronix gamut scopes in Chapter 10.
• Rob Lingelbach, colorist, and the fine community on the TIG (TKcolorist
Internet Group) for their support and for the general wealth of information
that’s been shared over the years.
• Mike Most, colorist, effects artist, technologist, and all around digital wizard,
for the most detailed conversation about the ins and outs of log grading that
I’ve had, which added immeasurably to this book.
• Warren Eagles, freelance colorist without borders, for numerous discussions
over the months and for sharing his knowledge so freely with all of us in the
color grading community.
• Giles Livesey, freelance colorist and international man of mystery, for sharing
some of his key tricks of the trade with me and for insights into the history of
commercial looks in the UK post industry.
• Michael Sandness, senior colorist at Splice Here and my good friend and colleague in the Twin Cities, who was a great sounding board during discussions
too numerous to mention and who provided much-needed human conversation
(albeit about color grading) during my many weeks in authorial seclusion. I’ll
take a weekend off yet, Michael….
A big thank-you to my technical reviewers for this second edition, starting with
digital imaging authority and author Charles Poynton, who graciously reviewed
Chapters 2 and 10, challenging my assertions, correcting my math, and giving generously of his expertise. Thanks also to Dave Hussey, senior colorist at Company 3,
a veteran artist and true giant of the industry who agreed to review all other chapters despite his incredibly busy schedule. His encouragement, kind words about the
content, and additional insights have been invaluable, and I deeply appreciate his
foreword to this book.
My thanks remain to the reviewer of the original edition, Joe Owens—colorist
(Presto!Digital), defender of the video engineering faith, and generous contributor to numerous online forums on the topic of grading—for reviewing my original
chapters and providing terrific feedback.
To all of my reviewers, I owe more beers than are brewable; there was a lot to read,
and I put this book forth in confidence having had some of the leading lights of
our industry weigh in on my material.
I also want to personally thank Karyn Johnson (senior editor, Peachpit Press), who
initially championed the first edition of this book, who went on to encourage a second edition when the time was right, and who continued to give me all the rope I
needed to hang myself ever higher as I went ahead and created two books worth of
information. Karyn, every colorist who buys this book owes you a debt.
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INTRODUCTION
Last, but very certainly not least, I want to thank Stephen Nathans-Kelly (editor),
who in both editions has gamely reviewed each increasingly enormous chapter, for
treating my prose and technical content with delicacy; this stuff ain’t easy to edit.
With Karyn, Stephen, and Peachpit Press’s support, I’ve continued to create exactly
the books that I wanted to, with no compromises. I hope you enjoy them.
A NOTE ABOUT IMAGE FIDELITY
In all instances, I took great care to present realistic grades within this book, and
yet it’s often the case that certain adjustments required exaggeration to be noticeable in print. Unfortunately, knowing that a digital edition was going to be made
available, I’ve been in the unfortunate position of having to serve two masters with
a single set of images.
I feel that the results serve the purpose of illustrating the topics admirably, although I
cannot guarantee what certain images will look like on every possible digital device
to come. To those of you who are reading this on your tablets, phones, smartwatches,
augmented reality devices, or VR goggles, I hope you like what you see.
A NOTE ABOUT THE DOWNLOADABLE CONTENT
N OT E
If updates to this book are
posted, those updates will also
appear in your Account page at
www.peachpit.com.
Throughout this book, you’ll see examples of scenes in commercially produced
shows that are used to demonstrate various concepts and techniques. The downloadable content includes a wide variety of corresponding QuickTime clips that
you can use as a playground for experimenting with the techniques discussed.
These clips are the raw, uncorrected source material for each example and can be
imported into any grading application that’s compatible with Apple ProRes media.
For more information about the media on the disc, please see the Read Me file that
accompanies the download.
At the back of this book is a card with an access code. To access the files, please do
the following:
1. On a Mac or Windows computer, go to www.peachpit.com/redeem and enter
the code at the back of your book.
2. If you do not have a Peachpit.com account, you will be prompted to create one.
3. The download files will be listed in the Lesson & Update Files tab on your
Account page.
4. Click the file links to download them to your computer.
This process may take some time to complete, depending on the speed of your computer and Internet connection.
CHAPTER 4
PRIMARY COLOR
ADJUSTMENTS
In this chapter we’ll examine the common methods you can use to make primary
color adjustments to affect an overall image.
As discussed at the beginning of Chapter 3, the human visual system processes
color signals separately from luminance, and as a result, color conveys a completely
different set of information. Color is used by what Margaret Livingstone refers to as
the “what” system of the brain to identify objects and faces. Other studies support
the idea that color plays an important part in speeding object identification and in
enhancing memory recall.
For example, in their article “Revisiting Snodgrass and Vanderwart’s Object Databank:
Color and Texture Improve Object Recognition” (Perception Volume 33, 2004), Bruno
Rossion and Gilles Pourtois used a set of standardized images first assembled by J.G.
Snodgrass and M. Vanderwart to determine whether the presence of color sped subjects’ reaction times for object identification. The study sorted 240 students into
separate groups and asked them to identify one of three sets of test images: black
and white, grayscale, and color (such as those images shown in Figure 4.1). The
resulting data showed a clear increase in the speed of object recognition by nearly
100 milliseconds with the addition of color.
Figure 4.1 One of a set of 260
line drawings used to test the
differences in object identification
speed for black and white,
grayscale, and color images.
Similarly, in “The Contributions of Color to Recognition Memory for Natural
Scenes” (Wichmann, Sharpe, and Gegenfurtner, Journal of Experimental Psychology
Learning Memory and Cognition, 2002), subjects were reported to have performed
5−10 percent better at memory retention tests that used colored images than they
did with grayscale images.
N OT E
In an interesting aside, this research dovetails with other research on so-called memory
colors (a topic covered in more detail in Chapter 8), in that the memory-enhancing effect is
dependent on a subject’s conceptual knowledge of the object being remembered (in other
words, knowing in advance that bananas are yellow). Memory retention improvements
diminished when subjects were tested with false-color versions of the same images.
175
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PRIMARY COLOR ADJUSTMENTS
Beyond these purely functional benefits to color, artists, critics, and researchers
over the centuries have called attention to the emotional signifiers of various colors
and the importance that color exerts on our creative interpretation of visual scenes.
For example, not many people would dispute that orange/red tones are high-energy
colors and that an abundance of warmth in the art direction of a scene will lend a
certain intensity to what’s happening, as shown in Figure 4.2.
Figure 4.2 An actress in an
environment with predominantly
warm tones and warm, golden
lighting.
Similarly, blue has an innate coolness, and bluish lighting will give an entirely different impression to an audience (Figure 4.3).
Figure 4.3 The same actress as
in Figure 4.2, performing the
same activity, but now the environment and lighting are both
deliberately cool and blue, setting
a different mood.
In her book, If It’s Purple, Someone’s Gonna Die (Elsevier, 2005), designer, author, and
professor Patti Bellantoni cites numerous color experiments with her art students,
whom she separated into groups, asking each to create an environment based on a
specific color. The resulting color-dominated rooms not only drew a clear emotional
response from the students, but over a number of years, successive classes of students
exhibited strikingly similar interpretations for identical colors.
In the “backstory” chapter of her book, Bellantoni says, “[M]y research suggests it is
not we who decide what color can be. After two decades of investigation into how
color affects behavior, I am convinced, whether we want it to or not, that it is color
that can determine how we think and what we feel.”
COLOR TEMPERATURE
N OT E
This chapter is not concerned
with specific color changes
to isolated objects, which is
the purpose of the secondary
color corrections covered in
Chapters 5 and 6.
Figure 4.4 Which room would
you rather wake up in?
To master these kinds of adjustments, we’ll examine the role that color temperature, manipulation of the chroma component, additive color math, and an
understanding of color contrast all play in the use of the color balance and RGB
Curve controls present in nearly every professional color correction application.
COLOR TEMPERATURE
All color in a scene interacts with the dominant light source, or illuminant, of that
location. Each type of illuminant, whether it’s the sun, practical tungsten or halogen light fixtures, or stage and cinema lighting instruments, has a particular color
temperature that dictates the color quality of the light and how it interacts with
subjects in a scene.
Nearly every lighting effect dealt with in this book is a result of differing color
temperature, or color of light, in various circumstances. Every time you correct
or introduce a color cast in an image, you’re effectively manipulating the color
temperature of the light source.
Color temperature is one of the most important concepts for a colorist to understand
because the color temperature of the lighting in any scene changes the viewer’s
perception of the colors and highlights found within. Despite the human eye’s
adaptive nature, when the color temperature of the dominant lighting is not taken
into account through the use of film stocks, filtration, or white balance, a color
cast will be recorded. Sometimes a color cast is desirable, as in the case of “magic
hour” lighting or sunset photography. Sometimes it’s not desirable, such as when
you’re shooting interior scenes with incorrectly balanced or spectrally varied
light sources.
CH A P TE R 4
Simple primary corrections won’t unrecognizably alter the art direction and costumes
within a scene. However, by correcting, shifting, and deliberately controlling the
overall color tone of the lighting, you can create distinct audience impressions
about the emotional atmosphere of a scene, the health and attractiveness of your
characters, the tastiness of food, the time of day, and the kind of weather, no matter
what the lighting of the shot originally was. Figure 4.4 shows two contrasting
versions of the same scene.
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PRIMARY COLOR ADJUSTMENTS
Each type of light source used to illuminate subjects recorded by film or digitally
has its own particular color temperature, which in many cases corresponds to
how hot that light source must be to emit light. Light emitters can be modeled in
physics as black-body radiators, which are idealized light sources that output pure
color corresponding to their temperature. For example, the heating elements in
some toaster ovens are approximate black-body radiators. The hotter they get, the
brighter they glow: first dark orange and then progressively lighter. The carbon rods
used for arc welding are so hot that they glow a bright blue-white.
Candles, light bulbs, and sunlight operate at very different temperatures, and as
a result, they emit more or less radiation at different wavelengths of the visible
spectrum. Thus, comparing two different light sources (such as a household lamp
next to a window on a clear morning) reveals differently colored light. Consider
Figure 4.5, color-balanced for tungsten, which accounts for the white quality of the
interior lighting. This reveals how cool the sunlight coming in through the window
is, which by comparison is a vivid blue.
Figure 4.5 Mixed lighting
reveals strikingly different color
temperatures.
The color temperature of a light source is measured in Kelvin (Figure 4.6), named
after William Thompson (aka Lord Kelvin), a Scottish physicist who first proposed
a scale for absolute temperature measurement. While named for Kelvin, Max Planck
was the physicist who developed the principle (called Planck’s law) that, as Wikipedia
explains, “describes the spectral radiance of electromagnetic radiation at all
wavelengths emitted in the normal direction from a black body in a cavity in
thermodynamic equilibrium.”
The math is complex, but for our purposes the general idea is that the hotter an
emission source, the “bluer” the light. The cooler the emission source, the “redder”
the light. Consider how the scale in Figure 4.6 matches to light sources and other
illuminant standards.
COLOR TEMPERATURE
10,000-20,000K—Clear blue sky
9300K—CIE D93
179
Figure 4.6 Approximate colors
corresponding to popular known
color temperatures.
8000K—Overcast, misty daylight
CH A P TE R 4
Cooler
7500K—North sky daylight (CIE D75)
6500K—Average north sky daylight (CIE D65)
Warmer
6000K—White flame carbon arc
Alternate standard for noon sky daylight (CIE D50)
5000K—Carbon arc lighting
4900K—Approximate early morning/late afternoon (golden hour)
4100K—Fluorescent store light (CIE TL84)
3400K—Bright halogen lighting/photoflood bulbs
3200K—Studio tungsten lighting
3000K—Store lighting (Ultralume 30)
2856K—75-watt tungsten bulb (CIE illuminant “A”)
2800K—60-watt tungsten household bulb
1600K—Approximate sunrise/sunset
1500K—Candlelight
It’s not a coincidence that the color gradient from 1600K to 10000K matches the
progression in the quality of sunlight from sunrise to bright, noon sunlight.
“D” ILLUMINANTS AND D65
A second color temperature standard you may hear mentioned describes the so-called
“D” illuminants (also listed in Figure 4.6), which are defined by the Commission
Internationale de l’Eclairage (CIE). The CIE defined standard illuminant graphs to
describe the spectral distribution of different types of lighting. The “D” illuminants
are all intended to describe daylight color temperatures so that manufacturers of
lighting fixtures can standardize their products.
Each of the CIE illuminants was developed for a specific purpose. Some illuminants
are intended for use as lighting for critical color evaluation; others are meant for
use in commercial lighting fixtures.
One illuminant you should memorize is D65 (corresponding to 6500K), which is
the North American and European standard for noon daylight. This is also the
standard setting for white that broadcast video monitors use in the United States
and in Europe, and it is the type of ambient lighting you should employ in your
N OT E
The native white point used
by computer displays typically
defaults to D65.
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PRIMARY COLOR ADJUSTMENTS
color correction suite. Inconsistent lighting in your environment will cause
your eyes to adapt incorrectly to the colors on your monitor, resulting in bad
color decisions.
Broadcast monitors in China, Japan, and Korea are balanced to D93, or 9300K,
which is a significantly bluer white. This should ideally be paired with matching
D93 ambient lighting.
SPECTRALLY VARIED LIGHT SOURCES
The simple color temperature measurements shown in Figure 4.6 are good for
describing light quality in general terms, as well as for standardizing film stocks,
optical filters, and HDSLR, camcorder, and digital cinema camera white balance
controls. However, the spectral distribution of real-world light sources isn’t always
so perfect. Different light sources have unique spectral distributions that may
include numerous spikes and dips at specific wavelengths of light.
A good example of a spectrally varied light source is fluorescent lighting, which
has spikes in its spectral distribution that can illuminate other colors differently
than you might expect. An average office fluorescent tube has small but significant
spikes in the green and indigo-blue portions of the spectrum that, while appearing
perfectly white to the human eye, may lend a greenish/blue cast to unfiltered
film and improperly white-balanced video. For example, the image on the left in
Figure 4.7 is incorrectly balanced for tungsten, and the fluorescent lighting lends
a greenish cast to the image (especially visible in the gray doors). The image on
the right is properly white balanced.
Figure 4.7 The image to the
left exhibits the greenish tint of
fluorescent lighting shot with
an incorrect white balance. The
image to the right is shot using
the correct white balance.
Generalizing about the light given off by fluorescent tubes is difficult because there
are many different designs, all of which have been formulated to give off different
qualities of light. Some fluorescent tubes have been specially designed to eliminate
these spectral inconsistencies and produce light with nearly equal amounts of radiation at all frequencies of the visible spectrum.
Other spectrally varied light sources are the sodium vapor lamps used in municipal street lights, which give a severe yellow/orange cast to an image, as shown in
Figure 4.8.
WHAT IS CHROMA?
181
CH A P TE R 4
Figure 4.8 The spectrally monochromatic light put out by sodium
vapor lamps produces a harsh,
orange light that’s difficult to
compensate for.
Other spectrally varied light sources include mercury vapor lamps, which lend
an intense off-red tint to shots, and metal halide lamps, which can give off either
magenta or blue/green casts.
With a shot that has one of these intensely red/orange light sources as the primary
source of illumination, you’ll be surprised at how much of a correction you can
make, assuming that the main subjects of the shot are people. Because these light
sources have a strong red component, you can generally bring back relatively normallooking skin tones. Unfortunately, other colors won’t fare as well, so cars, buildings,
and other colorful exterior objects may prove troublesome.
WHAT IS CHROMA?
Once the illuminant within a scene has bounced off a subject and has been captured
by the optical/digital components of a camera, the reflected color information is
stored via the chroma component of video. Chroma is that portion of an analog or
digital video signal that carries color information, and in many video applications
it can be adjusted independently of the luma of the image. In component Y'C B CR encoded video, the chroma is carried in the Cb and Cr color difference channels of
the video signal.
This scheme was originally devised to ensure backward compatibility between color
and monochrome television sets (back when there were such things as monochrome
television sets). Monochrome TVs were able to filter out the chroma component,
displaying the luma component by itself. However, this scheme of color encoding
also proved valuable for video signal compression, since the chroma component can
be subsampled for consumer video formats, lowering the quality in a virtually imperceptible way, while shrinking the bandwidth necessary for storing initially analog,
and later digital files, allowing more video to be recorded using less storage media.
The color of any recorded subject with an encoded chroma component has two
characteristics: hue and saturation.
N OT E
The notation for composite
video varies depending on
whether it’s digital or analog.
Y'CB CR denotes digital component video, whereas Y'PBPR
denotes analog component video.
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PRIMARY COLOR ADJUSTMENTS
WHAT IS HUE?
Hue simply describes the wavelength of the color, whether it’s red (a long wavelength), green (a medium wavelength that’s shorter than red), or blue (the shortest
visible wavelength of all). Each color we consider to be unique from any other
(orange, cyan, purple) is a different hue.
Hue is represented on any color wheel as an angle about the center (Figure 4.9).
Figure 4.9 How hue is represented
by a color wheel.
Hue changes w
ith
th
e
gle
an
und
aro
the color wh
eel
When hue is assigned a control in a color correction application, it’s typically as a
slider or parameter in degrees. Increasing or decreasing the degree of hue shifts the
colors of the entire image in the direction of adjustment.
WHAT IS SATURATION?
Saturation describes the intensity of a color, such as whether it’s a vivid or deep blue
or a pale and pastel blue. A desaturated image has no color at all—it’s a grayscale,
monochrome image.
Saturation is also represented on the color wheel used in onscreen color correction interfaces in some applications, seen as completely desaturated (0 percent) at
the center of the wheel and completely saturated (100 percent) at the wheel’s edge
(Figure 4.10).
Figure 4.10 This shows 100
percent and 0 percent saturation
on a standard color wheel,
corresponding to the saturated
and desaturated regions of
a vectorscope.
100% saturation
0% saturation
WHAT IS CHROMA?
183
Increasing saturation intensifies the colors of an image. Decreasing saturation
reduces the vividness of colors in an image, making it paler and paler until all color
disappears, leaving only the monochrome luma component.
Video uses an additive color system, wherein red, green, and blue are the three
primary colors that, added together in different proportions, are able to produce any
other color that’s reproducible on a particular display (Figure 4.11).
Figure 4.11 Three primary colors
combining. Any two result in a
secondary color; all three produce
pure white.
Red, green, and blue are the three purest colors that a display can represent, by
setting a single color channel to 100 percent and the other two color channels
to 0 percent. Adding 100 percent of red, green, and blue results in white, while
0 percent of red, green, and blue results in black.
Interestingly, this scheme matches our visual system’s sensitivities. As mentioned
previously, our sensitivity to color comes from approximately 5 million cone cells
found within our retinas, distributed into three types of cells:
• Red-sensitive (long-wavelength, also called L cells)
• Green-sensitive (medium-wavelength, or M cells)
• Blue-sensitive (short-wavelength, or S cells)
The relative distribution of these is 40:20:1, with our lowest sensitivity corresponding
to blue (the chief penalty of which is limited sharpness perception for predominantly
blue scenes).
These are arranged in various combinations that, as we’ll see later, convey different
color encodings to the image-processing part of our brains, depending on what proportions of each type of cone receive stimulus.
You may have noticed that some stage lighting fixtures (and increasingly, LED-based
lighting panels for the film and video industry) consist of clusters of red, green, and
blue lights. When all three lights are turned on, our naked eyes see a bright, clear
CH A P TE R 4
PRIMARY COLORS
184
PRIMARY COLOR ADJUSTMENTS
white. Similarly, the red, green, and blue components within each physical pixel of
a video or computer display combine as white to our eyes when all three channels
are at 100 percent.
RGB CHANNEL LEVELS FOR MONOCHROME IMAGES
Another important ramification of the additive color model is that identical levels in
all three color channels, no matter what the actual amounts are, result in a neutral
gray image. For example, the monochrome image in Figure 4.12 is shown side by
side with an RGB parade scope displaying each color channel. Because there’s no
color, every channel is exactly equal to the others.
Figure 4.12 The three color channels of a completely monochrome
image are equal.
Because of this, spotting improper color using an RGB or YRGB parade scope is
easy, assuming you’re able to spot a feature that’s supposed to be completely desaturated or gray. If the gray feature does not have three perfectly equal waveforms in
the RGB parade scope, then there’s a tint to the image.
For example, the white pillar in the image corresponds to the leftmost high spikes
in the red, green, and blue waveforms of the parade scope (Figure 4.13). Since
they’re nearly equal (actually, there’s a bit of a blue cast, but that makes sense since
they’re outside in daylight), we can conclude that the highlights of the image are
fairly neutral.
Figure 4.13 Even though the red
waveform is generally strongest
and the blue waveform is weakest,
the close alignment of the tops
and bottom of the waveforms lets
us know that the highlights and
shadows are fairly neutral.
WHAT IS CHROMA?
185
WHAT ABOUT FILM?
Color negative film uses a subtractive model. Three sets of layers that contain light-sensitive silver halide crystals are separated by a color filtering layer to restrict what colors are
exposed by each layer record color information and absorb different dyes when developed:
• Blue-sensitive layers on top absorb yellow dye when they are developed.
• Green-sensitive layers in the middle absorb magenta dye when they are developed.
CH A P TE R 4
• Red-sensitive layers at the bottom absorb cyan dye when they are developed.
Since cyan absorbs red, magenta absorbs green, and yellow absorbs blue, all three layers
added together at their maximum result in black, while all three layers at their minimum
pass all light, creating white.
This book discusses digital color correction procedures that require film to be either
telecine’d or scanned into a digital medium, to be operated upon within the additive color
system of the computer. Even if you’re working on a digital intermediate, you’ll be using
the additive color principles described in this section to perform your work.
SECONDARY COLORS
Secondary colors are the combination of any two color channels at 100 percent,
with the third at 0 percent:
• Red + green = yellow
• Green + blue = cyan
• Blue + red = magenta
Because the primary and secondary colors are the easiest colors to mathematically
create using the RGB additive color model, they are used to comprise the different
bars of the standard color bars test pattern used to calibrate different video equipment (Figure 4.14).
N OT E
Please note that secondary
colors as described in this section have nothing to do with
secondary corrections, which
are target corrections that are
focused on a specific subject
within the frame. Secondary
corrections are covered in detail
in Chapters 4 and 5.
Figure 4.14 Full-frame color bars
used by the test pattern common
for PAL video. Each bar of this
test pattern corresponds to a
color target on a standard vectorscope graticule.
As discussed later in “Using the Vectorscope,” each bar corresponds to a color target
on the vectorscope graticule. These color targets provide a much-needed frame of
reference, showing which traces of a vectorscope graph correspond to which colors.
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PRIMARY COLOR ADJUSTMENTS
HOW COLOR BARS ARE GENERATED
Colorist Joe Owens pointed out that color bars are extremely easy to create digitally using
a divide-by-two counter to create the color-channel square waves that form the bars. The
method is as follows:
• The green channel of the first four bars is enabled with a logical 1, while the green channel of the last four bars are disabled with a logical 0. In other words, the green channel is
“on” for four bars and then “off” for the next four bars.
• For the red channel, the first and second bars toggle it “on,” while the third and fourth
toggle it “off.” This pattern is repeated for the last four bars.
• For the blue channel, the odd bars are toggled “on,” while the even bars are toggled “off.”
And that’s how you make color bars (or colour bars, depending on where you live). It’s an
extremely simple wavetrain.
COMPLEMENTARY COLORS
There’s one more aspect of the additive color model that’s crucial to understanding
how nearly every color adjustment we make works: the way that complementary
colors neutralize one another.
Simply put, complementary colors are any two colors that sit directly opposite one
another on the color wheel, as shown in Figure 4.15.
Figure 4.15 Two complementary
colors sit directly opposite one
another on the color wheel.
Whenever two perfectly complementary colors are combined, the result is complete desaturation. As the hues fall off to either angle of being complementary, this
cancelling effect also falls off, until the hues are far enough apart for the colors to
simply combine in another additive way (Figure 4.16).
WHAT IS CHROMA?
187
CH A P TE R 4
Figure 4.16 Where the hues
are perfectly complementary
to one another, the colors are
completely cancelled out. As the
angle of hue falls off from being
complementary, so does this
desaturating effect.
To understand why this works, it’s useful to delve deeper into the mechanics of
human vision. As discussed in Margaret Livingstone’s Vision and Art: The Biology of
Seeing (Harry N. Abrams, 2008), the dominant theory for how bipolar and M retinal
ganglion nerve cells encode color information for processing in the thalamus of the
brain is the color-opponent model.
The cones described earlier connect in groups to bipolar cells that compare the cone
inputs to one another. For example, in one type of bipolar cell, (L)ong-wavelength
(red-sensitive) cone inputs inhibit the nerve, while (M)edium-wavelength (greensensitive) and (S)hort-wavelength (blue-sensitive) cone inputs excite it (Figure 4.17).
In other words, for that cell, each red input is a positive influence, and each green
or blue input is a negative influence.
Figure 4.17 This is an approximation of opponent model cell
organization. Groups of cone cells
are organized so that multiple
cell inputs influence the retinal
ganglion cells, which encode cell
stimulus for further processing by
the brain. Some cells excite (+)
the ganglion, while other cells
inhibit (–) the ganglion. Thus, all
color signals are based on a comparison of colors within the scene.
–
+ –
– +
+
M retinal ganglion cells
Bipolar cells
Cone cells
188
PRIMARY COLOR ADJUSTMENTS
In Maureen C. Stone’s A Field Guide to Digital Color (A K Peters, 2003), the first level
of encoding for this color-opponent model is described as conveying three signals
corresponding to three different cone combinations:
• Luminance = L-cones + M-cones + S-cones
• Red – Green = L-cones – M-cones + S-cones
• Yellow – Blue = L-cones + M-cones – S-cones
Color-opponent cells, in turn, connect to double-opponent cells, which further
refine the comparative color encoding that’s used to pass information on to the
thalamus, the vision-processing region of our brains.
Two important byproducts of double-opponency are the cancellation of complementary colors discussed previously and the effect of simultaneous color contrast,
where gray patches are seen to assume the complementary hue of a dominant
surround color (Figure 4.18).
Figure 4.18 The gray patches at
the center of each colored square
appear as if they’re tinted with the
complementary color of each surrounding area of color. The patch
inside the green square appears
reddish, and the patch inside the
red square appears greenish. This
effect becomes more pronounced
the longer you look at one or the
other of the squares.
Perhaps the simplest way of summing up the opponent model of vision is that
cone cells don’t output specific wavelength information—they simply indicate
whether long-, medium-, or short-wavelength light is present, according to each cell’s
sensitivities. It’s the comparison of multiple combinations of triggered and untriggered
cone cells that our visual system and brain interpret as various colors in a scene.
In short, we evaluate the color of a subject relative to the other colors surrounding
it. The benefit of this method of seeing is that it makes us capable of distinguishing
the unique color of an object regardless of the color temperature of the dominant
light source. An orange still looks orange whether we’re holding it outside in daylight or inside by the light of a 40-watt bulb, even though both light sources output
dramatically different wavelengths of light that interact with the pigments of the
orange’s skin.
We’ll see later how to use complementary color to adjust images and neutralize
unwanted color casts in a scene.
WHAT IS CHROMA?
189
COLOR MODELS AND COLOR SPACES
A color model is a specific mathematical method of defining colors using a specific
set of variables. A color space is effectively a predefined range of colors (or gamut)
that exists within a particular color model. For example, RGB is a color model.
sRGB is a color space that defines a gamut within the RGB color model.
CH A P TE R 4
The print standard of CMYK is a color model, as is the CIE XYZ method of representing color in three dimensions that’s often used to represent the overall gamut
of colors that can be reproduced on a particular display.
There are even more esoteric color models, such as the IPT color model, a perceptually weighted color model designed to represent a more uniform distribution of
values that accounts for our eyes’ diminished sensitivity to various hues.
COLOR MODELS IN 3D
Another interesting thing about color models is that you can use them to visualize
a range of color via a three-dimensional shape. Each color model, when extruded
into three dimensions, assumes a different shape. For example, a good pair of color
model extrusions to compare is RGB and HSL:
• The RGB color model appears as a cube, with black and white at two opposite
diagonal corners of the cube (the center of the diagonal being the desaturated
range of neutral black to white). The three primary colors—red, green, and
blue—lie at the three corners that are connected to black, while the three secondary colors—yellow, cyan, and magenta—lie at the three corners connected
to white (Figure 4.19, left).
• The HSL color model appears as a two-pointed cone, with black and white
at the top and bottom opposite points. The 100 percent saturated primary and
secondary colors are distributed around the outside of the middle, fattest part of
this shape. The center line of the shape connecting the black and white points
is the desaturated range of gray (Figure 4.19, right).
Chrom
a
e
Hu
Lightness
Figure 4.19 Three-dimensional
RGB and HSL color space models
compared.
190
PRIMARY COLOR ADJUSTMENTS
These color models sometimes appear as the representation of a range of color in
a video analysis tool, such as the 3D Histogram in Autodesk Smoke (Figure 4.20).
Three-dimensional color space representations also appear in the onscreen interfaces of applications that use 3D keyers.
Figure 4.20 A three-dimensional
Y'CBCR graph found in Autodesk
Smoke. The value of each pixel
in the image is extruded into 3D
space according to the Y'CBCR
color model.
Outside of the practical use of 3D color space shapes in application interfaces, these
representations also are useful in giving us a framework for visualizing ranges of
color and contrast in different ways.
RGB VS. Y'CBCR COLOR MODELS
In general, the digital media you’ll be color correcting will be delivered as either
RGB- or Y'CBCR -encoded files. Consequently, color correction applications all work
with both RGB and Y'CBCR color models. Components of each can be mathematically converted into those corresponding to the other, which is why even though
you may be working with Y'CBCR source media shot using video equipment, you
can examine the data using RGB parade scopes and make adjustments using RGB
curves and RGB lift/gamma/gain parameters.
N OT E
This simplified math is excerpted
from Charles Poynton’s Digital
Video and HD Algorithms and
Interfaces (Morgan Kaufmann,
2012). The full math required
for this conversion is a matrix
equation that is beyond the
scope of this book.
Similarly, RGB source media ingested via a film scanner or captured using a digital
cinema camera can be examined using the Y'CBCR analysis of Waveform Monitors
and vectorscopes and adjusted using the same luma and color balance controls that
have been traditionally used for video color correction.
Converting one color space into the other is a mathematical exercise. For example,
to convert RGB components into Y'CBCR components, you’d use the following general math:
• Y' (for BT.709 video) = (0.2126 × R') + (0.7152 × G') + (0.0722 B')
• Cb = B' – L'
• Cr = R' – L'
WHAT IS CHROMA?
191
THE HSL (HSB) COLOR MODEL
Even though digital media is not actually encoded using HSL, it’s an important
color model to understand because it appears within the onscreen interfaces
of numerous color correction and compositing applications. HSL is convenient
because the three parameters—hue, saturation, and luminance—are easily understood and manipulated without the need for mind-bending math.
For example, if you had the R, G, and B controls shown in Figure 4.21, how would
you change a color from greenish to bluish?
Figure 4.21 RGB Gamma,
Pedestal, and Gain controls in
an Adobe After Effects filter.
If you instead examined a set of H, S, and L sliders, it’s probably a lot more obvious
that the thing to do is manipulate the H(ue) dial. To provide a more concrete example, Figure 4.22 shows the HSL qualification controls used to isolate a range of color
and contrast for targeted correction.
Figure 4.22 HSL controls found
in the Adobe After Effects hue/
saturation filter.
Once you understand the HSL color model, the purpose of each control in
Figure 4.22 should at least suggest itself to you, even if you don’t immediately
understand the details.
CH A P TE R 4
HSL stands for Hue, Saturation, and Luminance. It’s also referred to sometimes as
HSB (Hue, Saturation, and Black). HSL is a color model, a way of representing and
describing color using discrete values.
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PRIMARY COLOR ADJUSTMENTS
ANALYZING COLOR BALANCE
Most of the time, you’ll be able to spot inaccurate color balance visually, simply
by looking at your calibrated display. For example, a tungsten-lit scene will look
orange when you’re using film stock that is balanced for daylight or a video camera
with its white balance set to daylight.
Aside from the obvious color cast, orange light from incandescent fixtures may lend
an inadvertently theatrical look because of the viewer’s association with artificial
lighting. For example, the image on the left in Figure 4.23 is incorrectly balanced
for daylight, and the tungsten lighting lends a warm, orange cast to it. The image
on the right is properly white balanced, with whiter highlights and truer colors
throughout the scene (note the blue sunlight spill in the foreground).
Figure 4.23 On the left, a tungsten-lit scene with incorrect color
balance; on the right, the same
scene with correct color balance.
Similarly, a daylight scene shot using tungsten-balanced film stock or a video camera with its white balance set to tungsten/indoors will look bluish (Figure 4.24).
Figure 4.24 On the left, a daylight-lit scene with incorrect color
balance; on the right, the same
scene white-balanced correctly.
If the filmmaker was not intending to portray a cold winter day, this is clearly a
shot that would benefit from correction. Compare the image on the left in Figure
4.24, which is incorrectly balanced for tungsten, to the properly white-balanced
image on the right.
ANALYZING COLOR BALANCE
193
USING THE VECTORSCOPE
Figure 4.25 should clearly illustrate that hue is indicated by the location of a graph
trace’s angle around the center, and saturation is indicated by a trace’s distance from
the center.
In reality, the graticules of most software vectorscopes are considerably simpler.
At the least, a vectorscope should have the following graticule elements:
• Primary and secondary color targets that correspond to the top row of bars on
the SMPTE color bars test pattern (Figure 4.26).
Corresponds to
primary and secondary bar targets
Patch corresponding
to I-bar target
Patch corresponding
to Q-bar target
Figure 4.26 Portions of the SMPTE test pattern that
correspond to vectorscope graticule elements are
called out.
• Crosshairs that indicate the desaturated center of the vectorscope graph.
• I and Q diagonal crosshairs (and their –I and –Q counterparts). These stand
for In-phase and Quadrature (an amplitude modulated phase 90 degrees relative
to In-phase), which correspond to the purple and cyan/blue patches at the
bottom of the color bars signal.
• Tic marks along the I- and Q-bars correspond to the voltage waveform that
would be traced by the discrete I and Q components, while tic marks running
along the outside border note 10-degree increments.
Figure 4.25 An idealized NTSC
vectorscope graticule, showing
all the crosshairs and targets you
might expect to use to measure
a displayed graph, superimposed
over a color wheel showing their
approximate correspondence to
hue and saturation. Typically HD
vectorscopes don’t have as many
reference items.
CH A P TE R 4
The vectorscope measures the overall range of hue and saturation within an image.
Measurements are relative to a graticule that’s overlaid on the scope, which provides
a frame of reference via crosshairs, diagonal I and Q bars, and labeled color targets
corresponding to 75 percent saturated primary and secondary hues. Figure 4.25
shows all of these indicators relative to the color wheel that represents the reproducible range of color and saturation.
194
PRIMARY COLOR ADJUSTMENTS
When it comes to graticules, most vectorscopes have some manner of centered
crosshairs at the center, which are critical for providing a reference of neutral black,
gray, and white in the signal. The “I-bar” (as I’ve come to call it) is optional, and
opinions vary as to whether it truly belongs on an HD scope. I happen to think it’s
still a useful reference, as I discuss in Chapter 8.
Different software scopes display different graticule elements and also draw the
vectorscope graphs differently. Some software scopes represent the analyzed data
as a discrete point of data on the graph, while others emulate the CRT method
of drawing traces corresponding to each line of video that connect these points
together. These traces aren’t necessarily adding any actual data to the graph, but
they make it easier to see the different points, and so they can be easier to read.
Figure 4.27 illustrates the differences in three commonly used vectorscopes.
Figure 4.27 Three excellent
examples of different software vectorscopes compared (left to right):
DaVinci Resolve, Autodesk Smoke,
and Divergent Media ScopeBox
(showing the optional Hue Vectors
graticule that I designed).
DaVinci Resolve has a traditional vectorscope, the graph of which emulates a tracedrawn graph, with 75 percent color bar targets and an In-phase reference line.
Autodesk Smoke has a unique vectorscope graph option that averages analyzed
color as a scatter graph that consists of differently sized dots representing the
amount of color at that position, which makes it really easy to read and calls attention to the outer boundary of signal that light traces might not make apparent.
Smoke draws both crosshairs and 75 percent targets.
The third vectorscope shown, Divergent Media’s ScopeBox, has a more traditional
graticule available, with a trace-drawn graph, but it’s also a forward-looking application that was the first software scope to incorporate the Hue Vector graticule
I designed, which presents lines that are aligned with each of the primary and
secondary colors to help give colorists reference points for comparison, a center
crosshair that’s aligned with the warm/cool axis of naturalistic color temperature
for lighting, an In-phase positioned reference line, a user-customizable reference
line, and both 75 percent and 100 percent tic marks for color intensity. ScopeBox
also has a peak option for the vectorscope, which shows an absolute representation
of the outer boundaries of the signal, making it easy to spot signal excursions that
can be hard to see with faint traces. In fact, you may notice that the peak outline
shape matches the scatter graph of the Smoke vectorscope.
ANALYZING COLOR BALANCE
195
TRACES VS. SCATTER GRAPHS
Older CRT-based hardware scopes used an electron beam to sweep over the phosphorescent coating on the screen from one point of data to the next in order to draw an analysis
of each sequential line of video in the image, thus creating the overall graph. The resulting series of overlapping traces served to “connect the dots” and produce the graph that’s
characteristic of CRT video scopes.
CH A P TE R 4
Software scopes, on the other hand, don’t need to draw this trace from point to point and
sometimes draw a more direct plot of all the values in the image, similar to a scatter graph.
This plot bears more resemblance to a series of individual points than overlapping lines.
This is most apparent in the optional Smoke 2D vectorscope.
As a result, individual points of data represented by software scopes won’t necessarily look
the same as they do on older video scopes. However, some dedicated outboard digital
scopes from such companies as Videotek and Tektronix have hybrid displays that integrate
both types of graphs: plot and vector.
JUDGING COLOR BALANCE USING A VECTORSCOPE
Since the center of the vectorscope graph represents all desaturated, neutral values,
it follows that if a graph is uncentered and the image is supposed to have neutral
tones in it, a color cast is present.
In Figure 4.28, the vectorscope graph to the left is suspiciously lopsided, leaning
heavily toward yellow-green. This may not necessarily be wrong, but it should at least
cause you to look at the source image a bit more closely to make sure this makes sense.
Figure 4.28 Comparing an
off-center graph (left) and an
image with a centered graph
and image (right).
The vectorscope graph to the right corresponds to a neutral version of the same
image. Notice how this graph is much more evenly balanced relative to the center
crosshairs of the graticule, with arms stretching more prominently toward several
different hues. Again, this is no guarantee that the color balance is correct, but it’s a
pretty good indication that you’re in the right ballpark if the image on your broadcast display looks right.
196
PRIMARY COLOR ADJUSTMENTS
TEKTRONIX LUMA-QUALIFIED VECTOR (LQV) DISPLAY
Tektronix’ video scope models feature a luma-qualified vector display that can make it easier to judge color balance within specific tonal zones. Essentially, it’s a regular vectorscope
with additional controls to limit its analysis to a specific range of luma. The range of tonality that’s analyzed is customizable, and if you like, you can display multiple vectorscopes,
each set to analyze chroma within a different range of video luma.
For more information, see the Tektronix How-To Guide, LQV (Luminance Qualified Vector)
Measurements with the WFM8200/8300, available from www.tek.com.
JUDGING SATURATION USING THE VECTORSCOPE
Judging the relative amount of saturation of an image is easy, since more saturated
values extend farther away from the center of the scope than do less saturated values.
In the following low-saturation image, the vectorscope graph is small, hugging the
very center of the vectorscope graticule (Figure 4.29).
Figure 4.29 A low-saturation
image with a correspondingly
small vectorscope graph.
Take a close look at the graph. There are in fact excursions (parts of the graph that
extend in various directions) that stretch toward the R(ed) and B(lue) targets, but
they’re small, indicating that while there is color within the image, there’s not
very much.
Most vectorscopes have the option to zoom into the graph, allowing you to see
the shape of the graph with more clarity, even if the image is relatively desaturated
(Figure 4.30).
The high-saturation image in Figure 4.31 yields a much larger vectorscope graph,
with arms stretching out toward the various color targets that correspond to each hue.
Figure 4.30 Zooming into the
vectorscope graph from Figure
4.29 makes it easier to see more
detail in the graph of an image
with low saturation.
In the more highly saturated image in Figure 4.31, notice how the abundance of red
reads as an arm of the graph that extends toward the R(ed) target, while the blues
in the man’s clothing appear as another arm of the graph that extends toward the
B(lue) target. An abundance of yellow and orange creates a cloud in the vectorscope
ANALYZING COLOR BALANCE
197
graph stretching toward the Yl (yellow) target. Finally, two conspicuous gaps in the
graph, in the direction of the G(reen) and Mg (magenta) targets, tell us that there’s
very little of either of these two hues present in the image.
CH A P TE R 4
Figure 4.31 A highly saturated
image with a correspondingly
large vectorscope graph stretching
farther out toward the edge of
the graticule.
USING THE RGB PARADE SCOPE
The parade scope shows separate waveforms analyzing the strength of the R, G,
and B components of the video signal. This is a composite representation, even if
the original video is Y'CBCR -encoded. By showing a comparison of the intensity
of the red, green, and blue components of the image, the parade scope makes it so
you can detect and compare imbalances in the highlights (the top of the graph),
shadows (the bottom of the graph), and midtones for the purposes of identifying
color casts and performing scene-by-scene correction.
Recall that the whitest highlights and darkest blacks of an image are nearly always
desaturated. With that in mind, red, green, and blue waveforms with tops at or
near 100 percent/IRE and bottoms at or near 0 percent/IRE should typically align
very closely.
In Figure 4.32, we can see that the lighting outside the window is a cool blue, the
lighting on the wall behind the woman is fairly neutral, and the shadows are deep
and black.
Figure 4.32 An evening scene
for analysis.
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PRIMARY COLOR ADJUSTMENTS
N OT E
The parade scope represents
video clips using the RGB color
space, even if the original video
clip was shot using a Y'CB CR
video format and ingested using
a Y'CB CR -aware video codec such
as Apple ProRes.
Each feature can be seen within the parade scope, and the relative height of the
corresponding graphs indicates the color balance within that zone of image tonality.
For example, the blue window can be seen in the elevated spike at the left of the
blue waveform (Figure 4.33). The woman’s face corresponds to the elevated spike
in the middle of the red waveform. And the neutral wall can be confirmed by the
equally level shape of all three color channels at the right of all three waveforms.
By learning to identify features within the parade scope graphs, you can quickly
spot where unwanted color casts appear and get guidance as to where within the
image you need to make corrections.
Figure 4.33 The parade scope
analysis for Figure 4.32.
Elevated blue in
window highlights
Elevated red in
woman’s face
Neutral wall
and shadows
LEARNING TO READ PARADE SCOPE GRAPHS
The RGB parade scope is essentially a Waveform Monitor that displays separate
graphs for the red, green, and blue channels of an image. To understand the parade
scope’s analysis, you need to learn how to compare the shape and height of the
three Waveform graphs to one another.
Figure 4.34 An image with
an RGB parade scope analysis
showing evenly balanced highlights and shadows.
Similar to the Waveform Monitor, each of the parade scope’s graphs presents a
left-to-right analysis of the tonality in the scene. The difference is that while the
Waveform Monitor measures the luma component, each graph in the parade scope
represents the individual strengths of the red, green, and blue color channels.
In Figure 4.34, the generally accurate and neutral color balance of the scene is
evidenced by the relative equality of the heights of the red, green, and blue channels, especially at the top and bottom of each waveform.
ANALYZING COLOR BALANCE
199
For example, splitting apart the red, green, and blue channels of the image in
Figure 4.35 and superimposing the red, green, and blue parade scope waveforms
shows the correspondence between individual features within the image and the
strength of each parade scope waveform. Keep in mind that each individual color
channel is merely a grayscale image and that the corresponding waveform is simply
an amplitude measurement of that channel.
Figure 4.35 In this image, the red
channel is significantly stronger
(elevated) all the way through the
graph, while the green channel is
the next strongest. This indicates a
strong yellow/orange (the secondary combination of red and green)
color cast throughout the shadows, midtones, and highlights of
the image.
Original image
Red channel and waveform
Green channel and waveform
Blue channel and waveform
Looking closely at each waveform reveals that, while the highlights corresponding
to the pillar and window sill are of equal height, the portion of the red waveform
corresponding to the faces is stronger than in the green and blue channels, which
we’d expect. There’s also a spike in the red channel that lines up with the brick
wall, which we’d also expect.
By identifying a particular feature within the graph, you can check its color balance.
Generally speaking, color casts are the result of one or two of the color channels
being either too strong or too weak. Whatever the problem, it’s easy to see which
color channels are at fault using the parade scope. In Figure 4.36, a bit of detective
work might reveal that the white balance setting of the video camera was incorrectly set relative to the lighting of the environment. If you’re dealing with a film
image, a film stock may have been used that was inappropriate for the lighting.
CH A P TE R 4
Even though the graphs look similar, closer inspection reveals that the peaks and
valleys of the parade scope’s three graphs correspond to various features in the
picture. While strong highlights, shadows, and desaturated elements often have
components of equal height in each graph, saturated subjects will certainly vary.
200
PRIMARY COLOR ADJUSTMENTS
Figure 4.36 In this image, the red
channel is significantly stronger
(elevated) all the way through the
graph, while the green channel is
the next strongest. This indicates a
strong yellow/orange (the secondary combination of red and green)
color cast throughout the shadows, midtones, and highlights of
the image.
Whatever the reason for the color cast, simply knowing that one of the channels
is inappropriately strong is a starting point. A closer examination of the parade
scope’s graph will also tell you exactly what you can do about it.
In Figure 4.37, the bottom of the blue channel’s graph is significantly lower than
those of the red and green, even though the top of the blue channel is higher
(providing the strong bluish highlights for this night scene). This is your cue that
the deepest shadows (blacks) of the image are imbalanced, which lends an odd,
washed-out look to the image.
Figure 4.37 A low-light image
with a color imbalance in the
shadows.
Keep in mind that balancing shadows using the Lift control can be a tricky operation that, if not done precisely, can cause more problems than it solves if you
inadvertently add a different color imbalance to the blackest parts of your image.
Most scopes have an option to zoom into the graph so you can get a closer look at
how closely the shadows of the parade scope waveforms are aligned, making it a lot
easier to do this critical black balancing.
In Figure 4.38, we can clearly see after zooming into the parade scope that the blue
channel is weaker in the shadows than the red and green channels.
ANALYZING COLOR BALANCE
201
CH A P TE R 4
Figure 4.38 Zooming into the
bottom of the parade scope
makes it easier to align the blacks
of the image.
RGB PARADE VS. RGB OVERLAY
An RGB parade scope and an RGB overlay scope both display the same information, but they differ in their presentation. As we’ve seen previously, parade scopes
display discrete waveforms of information side by side so that you can see each
waveform independently and in its entirety. Overlay scopes, on the other hand,
superimpose all three waveforms over one another so that you can see how they
align more interactively.
Which is better is completely a matter of preference, but here’s a hint on how to
spot where the red, green, and blue waveforms line up, and where they don’t, on
an overlay scope: Modern overlay scopes usually have the option of displaying each
of the three color-channel waveforms with the color they represent and the three
graphs combined additively (Figure 4.39). This means that, where the three waveforms align perfectly, the resulting traces in the graph turn white (since equal red +
green + blue = white).
Figure 4.39 RGB overlay scopes.
Aligned
waveforms
appear
white
Misaligned
waveforms
are colored
according to
their channel
Many software scopes provide the option to turn color on and off, on the premise that the colors can be a distraction in a darkened suite. While parade scopes
can still be read with the graph colors turned off, color is essential to being able to
make sense of an RGB overlay scope, so make sure it’s turned on.
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PRIMARY COLOR ADJUSTMENTS
Where the waveforms don’t line up, the discrete colors of each waveform are more
or less clearly visible in the region of image tonality where the incongruity occurs,
making offsets more visible.
RGB HISTOGRAMS
Different applications also present individual histograms for the red, green, and
blue channels. Similar to a luma histogram, each color channel histogram shows
a statistical analysis of the number of pixels at each level of image tonality. The
results are somewhat similar to the RGB parade scope in terms of seeing the comparative strength of each color channel in the highlights, midtones, and shadows
of an image.
Unlike the RGB parade scope, there is no way to correlate an individual feature or
subject within the frame to the rises or dips on any of the color channel histograms.
Large rises indicate a lot of color channel pixels at that range of image tonality, while
dips indicate fewer color channel pixels.
Depending on the application, RGB histograms can be either presented in parade
mode or overlaid over one another. Sometimes histograms are oriented vertically,
as in FilmLight Baselight (Figure 4.40, left), while other applications present them
horizontally (Figure 4.40, right).
Figure 4.40 Two RGB histogram
graphs compared. FilmLight
Baselight is on the left; SpeedGrade
is on the right.
RGB histograms are very good, however, at allowing you to compare the overall
strengths of each color channel within each zone of image tonality.
USING COLOR BALANCE CONTROLS
Whatever your intention, there are two ways you can manipulate the overall
color within an image using the primary color correction interface of most applications. You can use color balance controls, or you can use curves (covered later
in this chapter).
USING COLOR BALANCE CONTROLS
203
Color balance controls are a vital means of making adjustments. Once you master
how they work, you can quickly solve a wide range of common issues relating to
color temperature, white balance, and unexpected hues within your images.
CH A P TE R 4
As you’ll see in the following sections, color balance operations rely on the fact that
complementary colors cancel one another out. This phenomenon is what makes it
possible to selectively eliminate an unwanted color cast from an image by dragging
or rolling a color balance control toward the color that’s complementary to it. It also
allows us to introduce warmth or coldness that wasn’t in the shot to begin with, for
creative purposes.
Depending on the application you’re using, color balance controls can be manipulated in several ways. The more you understand how color balance controls affect
the image, the better you’ll be able to control your corrections, targeting them to
the specific areas of the image that need adjustment.
ONSCREEN INTERFACES FOR COLOR BALANCE
Nearly every color correction application prominently features a set of color balance controls (you can see four of them in Figure 4.41). Most feature three or four
controls, usually presented as a set of onscreen color wheels, that provide a graphical interface for rebalancing the red, green, and blue color components of a video
clip to remove or introduce color casts in specific portions of the image.
Figure 4.41 Color balance
controls for different applications, compared. Top to bottom:
FilmLight Baselight, Assimilate
Scratch, DaVinci Resolve,
Adobe SpeedGrade.
Lift
Gain
Gamma
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PRIMARY COLOR ADJUSTMENTS
Other grading applications may feature five onscreen color wheels (Figure 4.42),
or they may allow you to assign the three onscreen color wheels to three different
ranges of image lightness or tonality, for a total of nine color wheel assignments.
Figure 4.42 Five-way color balance controls featured in SGO
Mistika and the Shadow, Midtone,
and Highlight buttons that let you
make adjustments to nine different
zones of image tonality shown in
SpeedGrade.
The procedure for making an adjustment using a color balance control is pretty
much the same no matter what application you’re using: Click anywhere inside the
color wheel that is the outer boundary of each control (you usually don’t have to
click right on the handle or indicator that shows what the balance is) and drag.
The color balance handle or indicator moves from the center détente position that
indicates no correction is taking place, into the direction you drag, toward one
color and away from its complement on the outside of the color wheel. Professional
color correction applications let you see the correction while you’re making it on
your broadcast display and within the video scopes.
Interestingly, most current color correction applications feature color balance controls that distribute the angle of hue correction in the same way as the vectorscope.
With time, this distribution of hues will become second nature to you as you grade
more and more shots so that your ability to both read the vectorscope and manipulate the color balance controls will become a matter of instinct and muscle memory.
OTHER ONSCREEN COLOR BALANCE CONTROLS
There are usually other ways of manipulating color balance besides the color
wheels. Many, but not all, onscreen interfaces provide numeric controls for making
specific adjustments. Keep in mind that many color correction interfaces express
numeric controls as floating-point numbers to many decimal places of precision.
If you’re making a creative adjustment, you’re probably better off using an onscreen
slider while watching your broadcast display. However, if you’re trying to match
one parameter of an adjustment specifically to another parameter, numeric entry
can be a benefit for copying and pasting values from one correction to another.
USING COLOR BALANCE CONTROLS
205
Another method for making specific color balance adjustments is to use either keyboard modifiers (press a key while dragging a color balance control) or dedicated
onscreen sliders to alter only a single parameter of color balance. Common options
include the following:
• Color Temperature: Locks the angle of hue to the orange/cyan vector while
allowing you to drag the handle/indicator closer to or farther from the center
détente position
• Adjustment Amount: Locks the angle of hue to whatever the current angle
happens to be, while allowing you to drag the handle/indicator closer to or
farther from the center détente position
Methods for making these adjustments vary by application, so be sure to check
your documentation for how to perform these operations.
COLOR BALANCE CONTROLS IN DAVINCI RESOLVE
Notable exceptions to the typical color balance wheel interface are the level indicators used in the Primaries palette of
DaVinci Resolve (Figure 4.43). Three sets of four vertical
sliders show adjustments to the YRGB channel controls corresponding to Lift, Gamma, and Gain. These are intended
primarily as visual indicators for adjustments made using the
trackballs and contrast wheels of a control surface.
Double-click the numeric value appearing beneath a slider to
reset it to the détente value.
Center-clicking and dragging the Lift, Gamma, and Gain controls is identical to using the control surface master ring to
adjust all three values simultaneously by the same amount.
When altered, the colored interior “handles” show each
control’s offset from the center détente position, with the
height of each handle showing the magnitude of the adjustment (above the center is positive, below is negative). To
accommodate large adjustments, the overall framing of the
interior handles relative to the slider border changes dynamically to fit the numeric adjustments being shown.
These controls can be manipulated using the mouse, allowing individual YRGB channel adjustment for Lift, Gamma,
and Gain. Drag any of these sliders up to increase or down
to decrease the corresponding contrast or color channel.
Figure 4.43 The alternate color balance control sliders used
by DaVinci Resolve.
CH A P TE R 4
• Hue Balance Only: Lets you keep the current distance of the handle/indicator
locked while you rotate the handle/indicator around the center of the control to
change the hue of the correction
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ADJUSTING COLOR BALANCE USING A CONTROL SURFACE
It’s mentioned frequently in this book, but the advantages control surfaces provide
for color balance cannot be overstated. The ability to quickly adjust one control relative to another lets you implement many of the interactions covered later in this
chapter to make very detailed corrections.
Also, the ergonomic benefits, in terms of operator comfort, are a big deal. It’s not
that you can’t work using a mouse-based interface alone, but the “mouse-claw”
you’ll develop after hundreds of click-and-drag adjustments will make the price of
a dedicated control surface seem pretty reasonable after a while.
The three color balance controls typically correspond to the three trackballs found on
most control surfaces. For example, the JLCooper Eclipse at the left of Figure 4.44
has three trackballs that correspond to the Shadow, Midtone, and Highlight controls.
Figure 4.44 Control surface
trackballs that correspond to the
onscreen color balance controls.
On the left is the JLCooper Eclipse;
on the right is the DaVinci Resolve.
Some control surfaces have more trackballs. The DaVinci Resolve control surface,
shown on the right in Figure 4.44, has a fourth trackball that can be used for Log
grading controls, moving windows, adjusting control points on curves, and other
things.
AUTOMATIC COLOR BALANCING
Before going into manual color balancing, it’s worth mentioning that most color
correction applications provide one of two methods for performing automatic color
balancing. Automatic color balancing can be quick to use in instances where you’re
having a difficult time identifying the exact nature of a color cast, and auto color
balance controls are usually designed to give you a solid neutral starting point for
further manual adjustments to a particular color balance control.
AN AUTO-BALANCE BUTTON
The first method usually involves nothing more than clicking an appropriately named
button. With this method of automatic color correction, the application automatically
samples the three darkest and lightest parts of each color channel, on the premise
USING COLOR BALANCE CONTROLS
207
In many cases, the contrast of the image is also stretched or compressed automatically to fit into the maximum and minimum allowable range from reference black
at 0 percent/IRE/mV to reference white at 100 percent/IRE (700 mV). The results are
usually fine, but you can sometimes run into problems if the sampled parts of the
waveform don’t actually correspond to true black and white values, in which case
you’ll get unexpected results.
MANUAL SAMPLING FOR AUTOMATIC CORRECTION
The second method of automatic balancing is more hands-on, but the results are
usually more predictable. Once you have identified which part of the image’s tonal
range a color cast belongs to, you usually click the equivalent of an eyedropper
for the Shadows, Midtones, or Highlights controls and then click a feature that’s
supposed to be a clean, neutral white, black, or gray in your picture to make an
automatic adjustment to that tonal region of the image.
THERE’S NO SUBSTITUTE FOR MANUAL COLOR BALANCING
The manual method, which is ultimately more flexible (especially if you’re not planning
on making a completely neutral correction), is to adjust the color balance controls for the
Gain, Lift, and Gamma by hand, usually by dragging the color balance control in the direction of the color that’s complementary to that of the unwanted color cast.
This book focuses mainly on the manual method of making adjustments. The beauty of
manual color balancing is that you can correct an overzealous color cast as aggressively or
as gently as possible, making a deliberate choice about whether to neutralize it completely,
preserve part of it, or introduce a completely different color balance of your own.
Also, as we’ve seen in numerous examples, our perception of color within a scene is often
at odds with the strict numerical hue and saturation of the image components. Computer
applications generally can’t take such perceptual quirks into account, which makes your
eyeball the best judge of what “looks right.”
COLOR BALANCE EXPLAINED
When you manipulate a color balance control, you’re simultaneously raising or lowering all three color channels. Every time you adjust a color balance control, you’re
either boosting one color channel at the expense of lowering the other two channels
or raising two channels while lowering the third. It’s simply not possible to boost
all three color channels, nor would you want to, because simultaneously boosting all
three channels is the same as brightening the image with a Master Offset control.
N OT E
Truly neutral grays are the most
difficult features to find in a
typical clip, so you’ll want to
be careful. If you don’t click a
feature of the midtones that’s
truly gray, you will introduce
a completely different kind of
color cast to the image.
CH A P TE R 4
that these correspond to black and white in the image. If they’re misaligned, an
automatic calculation is made using the equivalent of the Shadows and Highlights
color balance controls, and the correction is applied to the image.
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PRIMARY COLOR ADJUSTMENTS
To see this effect in action, try this exercise:
1 Examine the parade scope. You see a trio of flat graphs at 50 percent/IRE
(Figure 4.45). Any time you see three equal graphs in the parade scope, you
know the image is completely desaturated.
Figure 4.45 The original gray
test image, with three equal
color channels.
2 Drag the Gamma color balance control away from the center détente position
toward red, which causes the reds graph to shoot up toward the top and the
green and blue graphs to move down together (Figure 4.46).
Figure 4.46 The adjustment
described in step 2.
+
+
-
+
-
Lift
-
Gamma
The gray field turns red (Figure 4.47).
Figure 4.47 The results of the
adjustment in step 2.
Gain
USING COLOR BALANCE CONTROLS
209
3 Now, drag the color balance control toward a hue that’s between cyan and blue
to lower the red channel while boosting both the green and blue channels
simultaneously, if unevenly (Figure 4.48).
+
-
-
Lift
Figure 4.48 The adjustment
described in step 3.
+
-
Gamma
Gain
CH A P TE R 4
+
As you move the control, the three color channels redistribute themselves
based on this new direction, turning the field bluish (Figure 4.49).
Figure 4.49 The results of the
adjustment in step 3.
As you can see, dragging a color balance control into a particular direction simultaneously rebalances all three color channels based on the direction of hue in which
you move the control.
COLOR BALANCE CONTROL OVERLAP
The power of three-way color balance controls is that they let you make individual
adjustments to the portions of an image that fall into the shadows, midtones, and
highlights tonal zones.
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PRIMARY COLOR ADJUSTMENTS
These tonal zones are based on the luma component of the image. In other words:
• The Lift color balance control affects all portions of the image that correspond
to a specific range of the lowest luma values in that image.
• The Gamma control affects all portions of the image that correspond to a range
of middle luma values in the image.
• The Gain color balance control affects all portions of the image corresponding
to high luma values above a specific range in the image.
Figure 4.50 shows this relationship visually using a false color representation to
show how the luma channel corresponds to the lightest highlights (blue), the darkest shadows (green), and the range of midtones (red).
Figure 4.50 It can be difficult to
discern the three zones of image
tonality that correspond to shadows, midtones, and highlights
with the color still in the image.
Stripping away the color reveals
the lightness of everything within
the frame, and a false color representation shows the extremes of
each tonal zone.
Chroma+Luma
Luma only (used to define tonal zones)
Highlights
Midtones
Shadows
N OT E
Color balance controls in RGB
processing operations will have
an effect on image saturation
as well. For example, eliminating an extreme color cast in an
image typically results in lower
average levels in all three color
channels, which reduces saturation. This is easily fixed by
boosting overall saturation,
covered later in this chapter.
False color approximation of tonal zones
The regions of the image that each of the three color balance controls affect are so
dependent on the luma channel that any adjustments to the luma channel correspondingly affect how the color balance controls work. For this reason, it’s a good
idea to make any dramatic contrast adjustments that are necessary first, before
moving on to the color of your image.
Naturally, there will be a certain amount of interactivity between color and contrast
adjustments, with one set of adjustments affecting the other. This is yet another
reason why control surfaces are a time-saver, as they allow rapid and often simultaneous adjustment of multiple color and contrast parameters.
USING COLOR BALANCE CONTROLS
211
Shadow
controls
Highlight controls
Midtone
controls
Figure 4.51 The overlapping
regions of influence for each color
balance control. The height of the
Shadow, Midtone, and Highlight
graphs corresponds to the amount
of influence each control has on
the overlapping luma levels.
Furthermore, these broad overlapping zones guarantee interactions among adjustments made with each of the three color balance controls. While at first these
interactions may seem like an inconvenience, they’re actually essential to exercising
fine color control.
Exactly how the color balance of each control overlaps differs from application
to application (Figure 4.52 shows how the overlaps look in FilmLight Baselight’s
Region Graph). Some applications even allow you to customize these overlaps, setting them to whatever your working preferences happen to be.
Figure 4.52 The Region Graph in
FilmLight Baselight that shows the
overlap among the three color balance controls. This interface allows
these regions to be customized.
These differences in tonal overlap often account for the differences in “feel” between
different color correction applications and plug-ins. If you’re used to working using
one application’s approach, switching to another may throw you off a bit until you
get used to the new default overlaps.
THE OFFSET CONTROL AND PRINTER POINTS
The Offset color balance control (sometimes called Master or Global) is so named
because it rebalances color by offsetting each color channel up or down, basically
adding or subtracting an adjustment value to move each channel. In the following
example, an Offset adjustment is used to correct a color cast due to incorrect white
balance (Figure 4.53).
CH A P TE R 4
Figure 4.51 is an oversimplification, however. In most professional color correction
applications, the three tonal zones overlap broadly and fall off very smoothly, so
you can make large adjustments without incurring artifacts such as aliased edges or
solarized color that can be the result of a hard transition (or shelf) at the boundaries
of affected tonality.
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PRIMARY COLOR ADJUSTMENTS
Figure 4.53 The RGB channels
before and after a simple Offset
adjustment, which raises and
lowers each channel in its entirety
to correct the image.
All of the techniques described later for balancing colors apply equally to the Offset
control. Keep in mind that Offset rebalances the entire range of image tonality all
at once. Because offset adjusts the entirety of each color channel, it’s a time-saving
and useful control for images where there’s a huge color cast running from the
shadows all the way through the highlights. Furthermore, with color casts that are
this severe, the linear way in which this technique rebalances the signal may give
you a more natural-looking result than separate adjustments to lift, gamma, and
gain, depending on the image and on what you’re trying to achieve.
Offset is related to printer points controls because both
do the same thing: offset each color component of the
image (Figure 4.54). However, the Offset color balance
control adjusts all three color channels at once, allowing you to rebalance the color throughout an image with
a single control or track ball. By contrast, printer points
provide either sliders or plus and minus buttons (a more
classic configuration) that let you adjust each color channel independently, one at a time.
Printer points controls are valuable for colorists and
cinematographers who are used to working with the
printer points system employed for color timing film
(described in more detail in Chapter 9). As originally
used by color analyzers such as the Hazeltine, the printer
points dials of a color analyzer adjust the individual
levels of the Red, Green, and Blue channels in discrete
increments called printer points. Each point is a fraction
of one ƒ-stop (a doubling of light in the scale used to
measure and adjust exposure).
Figure 4.54 Offset controls
in DaVinci Resolve provide
functionality similar to
printer points controls.
USING COLOR BALANCE CONTROLS
213
Various applications use different fractions, and each printer point can be anywhere from 1/7 to 1/12 of an ƒ-stop, depending on how the analyzer is configured.
Most systems use a range of 50 printer points for each color component and for
density, with 25 being the neutral détente for each control.
CH A P TE R 4
Working digitally, printer points controls make a uniform adjustment to the entire
color channel, irrespective of image tonality, by adding or subtracting the adjustment
value. Some applications even emulate the nature of the optical filtration used by
color analyzers so that raising the Red printer points control doesn’t actually boost
the red; instead, it removes red, causing the image to shift to cyan (which is the secondary of green and blue). In this case, to increase red you actually need to decrease
the Red printer points control.
FIVE-WAY AND NINE-WAY COLOR CONTROL OVERLAP
Some applications go beyond the lift/gamma/gain model of color balance control to
provide five and even nine sets of controls, for even greater specificity in the adjustments you make.
For example, SGO Mistka provides an option for five-way color balance controls,
with separate adjustments for Black, Shadows, Midtones, Highlights, and White.
These five color balance controls work together to enable targeted adjustments to
the image in various zones of exposure, just like other variations on these controls.
However, they overlap in a very different way.
Other applications, such as Lustre and SpeedGrade, use the same set of three-way
controls provided for lift, gamma, and gain adjustments, but give you an additional
three sets of controls over shadows, midtones, and highlights so you can divide
each of the main tonal regions of an image into three subregions, allowing you
to make very fine color balance and contrast adjustments to nine different tonal
regions. In other words, you can adjust the offset, gamma, and gain of lift independently of the offset, gamma, and gain of gamma and gain, as shown in Figure 4.55.
Figure 4.55 An approximation
of the specific control that lift/
gamma/gain for each zone of lift,
gamma, and gain image tonality gives you. Different programs
employ differing tonal zone overlaps, so this illustration is not
specific to any application.
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PRIMARY COLOR ADJUSTMENTS
These types of overlapping multizone controls let you bend the video signal in
ways that are similar to the kinds of adjustments you can make using curves but
have the advantage of being operated by the rings and trackballs of a conventional
control surface.
For example, using the Midtone color balance control to add a bit of blue to the
shadows results in a wide portion of image tonality being affected (Figure 4.56).
Figure 4.56 Using the Gamma
control to add blue to the image
adds blue indiscriminately across a
wide portion of image tonality.
Using SpeedGrade’s ability to adjust the Gain color balance control of the Shadows
zone, on the other hand, lets you make a much more subtle change. This control
targets a much narrower zone of image tonality, such that you can add a bit of blue
just to the lighter shadows (Figure 4.57).
Figure 4.57 Using the Gamma
color balance control within
the Midtone zone in Adobe
SpeedGrade to add selective blue
to the light shadows of the image.
If you’re making large adjustments for bolder changes, you may find that a few
control points on a curve control work faster. Also, if you want to insert color or
make a correction to a narrow zone of image tonality, you can also use the Luma
qualifier of a secondary operation (covered in Chapters 5 and 11) to isolate a custom tonal zone for correction using the nearest corresponding Lift/Gamma/Gain
color balance control.
USING COLOR BALANCE CONTROLS
215
COLOR DECISION LISTS (CDLs)
The reason this is important to know is that some applications provide a “CDL-compliant”
mode that sets the color and contrast controls to act as the CDL specification dictates.
Understanding this specification helps you to understand how to work in this mode.
The dual purposes of the CDL are to encourage predictability of operation from application to application and to facilitate project exchange among different color correction
applications.
Currently, the CDL governs the following grading parameters, assuming an RGB rendering
application:
• Slope (for contrast this is similar to gain; for color this is a multiply operation)
• Offset (for contrast this is similar to lift; for color this is an add operation)
• Power (for contrast this is similar to gamma; for color this is an equal power operation)
Using these three parameters (sometimes referred to as SOP), a contrast and color balancing operation applied to a particular shot is governed by the following equation:
Output = (Input * Slope + Offset)
If this seems limited, it is. The CDL doesn’t account for customizable color balance zones,
or more exotic controls like RGB or luma curves, contrast or color temperature sliders, or
highlight and shadow saturation controls. Nor does the CDL have a means for describing
secondary color correction operations such as hue curves, HSL qualification, power windows or vignettes, or blending modes.
However, the current purpose of the CDL is to govern primary corrections, for which it is
well suited. Furthermore, the CDL is a work in progress and will certainly evolve over time
to take more parameters into consideration. For example, additional math has also been
defined as of version 1.2 of the CDL specification to account for control over SAT, or a commonly agreed upon definition of RGB saturation (SOPS).
CH A P TE R 4
In an effort to rein in the operational differences between various color correction applications, the American Society of Cinematographers (ASC) has spearheaded an effort to
standardize primary color and contrast adjustments. The ASC Technology Committee
responsible for drafting the Color Decision List (CDL) combines the expertise of leading
cinematographers and film/video engineers in an effort to define and extend the CDL for
use by the production and postproduction communities alike.
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PRIMARY COLOR ADJUSTMENTS
COLOR BALANCE OVERLAP IN ACTION
N OT E
This example will yield different results on different color
correction applications, depending on how widely the Shadows,
Midtones, and Highlights controls overlap.
Despite the overlap described in the previous section, you’d be surprised at how
targeted your changes can be. To examine how these controls overlap, we’ll make
adjustments using a simple grayscale ramp test pattern.
The following example demonstrates how the Lift, Gamma, and Gain controls’
areas of influence overlap while you make corrections.
1 Adjust the Gain color balance control to push it toward blue and then adjust
the Lift control to push it toward red; you’ll get something like the result
shown in Figure 4.58.
Figure 4.58 A grayscale ramp
with the shadows pushed toward
red and the highlights pushed
toward blue.
When adjusting a grayscale ramp using any one of the color balance controls,
you’ll see the corresponding region become tinted.
2 Next, adjust the Gamma color balance control, pushing it toward green, in
order to examine the resulting overlap in Figure 4.59.
Figure 4.59 The adjustments
made in steps 1 and 2. All three
color balance controls are set to
strongly different hues in order to
examine their overlapping effects
on a grayscale test image.
+
+
-
+
-
Lift
-
Gamma
Gain
This new green adjustment smoothly blends into the red and blue zones,
pushing them back to the extremes of shadow and highlight within the image
(Figure 4.60).
USING COLOR BALANCE CONTROLS
217
CH A P TE R 4
Figure 4.60 The result of pushing
the midtones toward green.
The overlap of each of the three
color balance adjustments can
be seen clearly.
If you look carefully at the area of overlap, you may start to notice a stripe of
cyan falling between the green and blue adjustments. This stripe makes sense
when you remember that cyan is an additive mix of green and blue.
This is clearly an artificial example; with real-world images and subtle corrections,
you won’t often notice this effect. However, when you make large adjustments
involving two color balance controls, you may see some unexpected interactions
of this sort, so keep a sharp eye out.
MAKING A SIMPLE COLOR BALANCE CORRECTION
Now that we’ve gone over how color balance controls work, let’s look at a simple
example of how you would use these controls to make a relatively simple correction.
The shot in the following example exhibits a clear warm/orange color cast. This
could be because of an incorrect white balance of the camera or simply a creative
decision made during the shoot. The client has expressed a desire to ease off the
warmth, so that’s the correction you’ll be making.
1 Take a look at the Waveform Monitor. Your first order of business is to adjust the
contrast to fit within the acceptable limits of 0–100 percent/IRE (Figure 4.61).
Figure 4.61 The original image,
with a warm/orange color cast.
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PRIMARY COLOR ADJUSTMENTS
2 Additionally, look at the vectorscope in Figure 4.61. You’ll see the truly monochromatic nature of the image. The overly warm lighting of the room serves
to exaggerate the already orange tones of the brown jacket and the flesh tone
of the actor. There are no spikes of color stretching toward any other hue in
the vectorscope.
That’s not necessarily a problem, but what does look a bit odd is the extent to
which the entire graph is off center. Judging from the amount of white in the
frame (the lampshade and lamp base), there ought to be at least some part of the
vectorscope graph that sits directly on the center of the crosshairs, but the graph
is almost entirely to the upper left of the crosshairs, as shown in Figure 4.62.
Figure 4.62 The lopsided nature
of the vectorscope graph confirms
that the color cast is fairly severe.
Very little of the graph touches
the center, and the entire waveform stretches toward orange
(the additive combination of red
and yellow).
3 Examine the RGB parade scope. It’s easy to see that the top of each waveform
(corresponding to the blown-out window) is clipped off and thus relatively
equal. The bottoms of the waveform are fairly level with one another (at least,
level enough).
The biggest visible inequality here is right within the middle. The segments of
the waveforms that are called out in Figure 4.63 correspond to the wall.
Figure 4.63 The circled waveform
sections correspond to the color of
the wall.
USING COLOR BALANCE CONTROLS
219
Even though the wall isn’t pure white (a question put to the client revealed
that the wall is actually a warmish/yellowish “antique” white), this is a fairly
extreme inequality of nearly 30 percent, far more than at either the top or the
bottom of the parade scope waveforms.
CH A P TE R 4
Having spotted the changes you need to make, it’s time to do the correction.
The fact that the color channel inequality lies in the middle of the RGB parade
scope graph is a good clue that the best way to correct for it is to adjust the
Gamma color balance control. The fact that you can see the imbalance in the
vectorscope as being toward orange tells you that the best correction to make is
to pull the midtones away from orange—or toward the complementary color to
orange, which is a hue between cyan and blue.
4 Correct the contrast by lowering the Gain control until the top of the luma
waveform touches 100 percent, while raising the Gamma control to keep the
lightness of the midtones where it was to begin with. Lightening the midtones
makes it necessary to lower the Lift control to restore some density to the
shadows, thus keeping the appearance of a high contrast ratio even though
you’ve compressed the highlights a bit.
5 Next, act upon the analysis you made in step 3, and drag the Gamma color
balance control toward a cyan/blue split (in other words, between these two
hues), as shown in Figure 4.64.
+
+
-
-
Lift
Figure 4.64 The corrections made
in steps 4 and 5.
+
-
Gamma
Gain
While you drag the Gamma color balance control toward cyan/blue, keep
one eye on the RGB parade scope. What you’re trying to do is to balance the
middle of the red, green, and blue channels so that they’re closer together.
Also pay close attention to the image; you want to make sure you don’t
overcompensate. Keep in mind that although the lamp base and trim around
the window are white, the wall color is not. So if you try to overcompensate,
the image will start to look odd. In this case, the correction the client likes the
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PRIMARY COLOR ADJUSTMENTS
best brings the middle of the red, green, and blue waveforms much closer to
one another (Figure 4.65).
Figure 4.65 The image after our
first set of corrections to the contrast and midtone color balance.
6 Examine the results of these corrections. The image is generally improved;
however, there’s something funny about it, particularly in the shadows and
in the dark regions of the man’s beard and hair. Look at the bottom of the
waveforms in the parade scope; you can see that the extreme correction you
made to the midtones has affected the shadows, and the bottoms of the three
waveforms are now very unequal, with exaggerated blue shadows that you
don’t want.
You can also see that making this adjustment to balance the midtones has
reduced the lightness of the image. This is because the correction dropped the
levels of red channel to closer match that of the green and blue channels, and
the results lowered the luma component, darkening the image.
7 To compensate, you need to raise the Gamma contrast control until the image
is as light as it was before and then push the Lift color balance control back
toward orange (since you’re eliminating a blue/cyan cast in the shadows), as
shown in Figure 4.66.
Figure 4.66 Adjustments in step 7
to correct the shadows.
+
+
-
+
-
Lift
-
Gamma
Gain
USING COLOR BALANCE CONTROLS
221
As you make this last adjustment to the color balance of the shadows, keep an
eye on the bottoms of the RGB parade scope graphs. You’ll know you made a
successful adjustment when the bottoms of the red, green, and blue waveforms
align as evenly as possible (Figure 4.67).
CH A P TE R 4
8 Lastly, the process of neutralizing the excessive color cast from the image
resulted in a loss of saturation (you dropped the level of all three color
channels when you leveled the highlights out), so turn up the overall
saturation to compensate for this effect.
When making changes like this, it’s easy for you (and the client) to forget what
the original “problem” image looked like, since the eye is constantly adapting
to the updated state of the image. This is the reason why most color correction
applications have some sort of “disable grade” command, so you can get a
before and after look at the image, to demonstrate that your correction is a
tangible improvement over the original.
Figure 4.67 Top, the original
image. Below is the final corrected
image, with legalized luma,
rebalanced midtones, and
corrected shadows.
The image is still warm, but it no longer has all that orange in it. Take a look
at the vectorscope in the final correction; you can see that it’s much more
centered than before, and the overall level of orange saturation has decreased,
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PRIMARY COLOR ADJUSTMENTS
creating a finer distinction between the colors in the wall, the actor’s jacket,
and the skin tone of his face and hands (Figure 4.68).
Figure 4.68 The vectorscope analysis of the final image. The graph
is now more centered and isn’t as
widely stretched toward orange as
it was originally.
This example showed several common strategies of using the video scopes in conjunction with color adjustment controls, not just for spotting a color cast but to help
you figure out where a particular color cast is most pronounced in order to quickly
use the most appropriate control for making a specific correction.
REDUCING THE OVERLAP OF HIGHLIGHT, MIDTONE,
AND SHADOW COLOR CORRECTIONS
The previous example demonstrated quite clearly that a correction made in one
tonal zone can inadvertently affect portions of the image you’d rather leave alone.
In these cases, you will often find yourself making an opposite adjustment to
an adjacent color balance control. This may seem counterintuitive, so if you’re
wondering how this works, take a look at Figure 4.69, which uses a simple ramp
gradient, so that you can see this effect clearly.
Figure 4.69 The original test
image, a ramp gradient with
values from 0 to 100 percent.
1 Make a bold correction by dragging the Gain color balance control toward blue
(Figure 4.70).
USING COLOR BALANCE CONTROLS
+
-
-
Lift
Figure 4.70 The adjustment
described in step 1.
+
-
Gamma
Gain
CH A P TE R 4
+
223
As you can see, the blue correction extends well past the midtones and a bit
into the shadows (Figure 4.71).
Figure 4.71 The result of the
adjustment you made in step 1.
There will be plenty of times when you’d want to ease off this correction in the
lower midtones of a real-world image.
2 To compensate for this overly wide correction, adjust the Gamma color balance
control, dragging it toward yellow, which is the complement of blue, to reduce
the blue cast at the lower midtones (Figure 4.72).
+
+
-
-
Lift
Figure 4.72 The adjustment
described in step 2.
+
-
Gamma
Gain
224
PRIMARY COLOR ADJUSTMENTS
As you make this adjustment, you’ll see more and more of the darker midtones
become a neutral gray once again, while the upper range of the highlights
continues to exhibit the original blue correction (Figure 4.73).
Figure 4.73 The resulting correction has neutralized the amount
of blue in the darker portion of
the midtones.
While the typical overlap of color balance controls may initially seem a bit overenthusiastic when it comes to affecting the image, this type of interaction is part of
what makes these controls so powerful and quick to use. These kinds of opposing
corrections are actually an extremely common way of further targeting corrections
in exactly the tonal portion of the image where you need them.
CREATING A DELIBERATE COLOR CAST FOR EFFECT
You’re not always going to want to create corrections to eliminate color casts.
Deliberate color temperature adjustments can be also added as an audience cue for
conveying the time of day or the environment in which the subjects find themselves. For example, audiences fully expect a candlelit scene to be extremely warm,
like the image in Figure 4.74.
Figure 4.74 An example of a scene
with exaggerated warmth in the
midtones and highlights reflecting
a candlelit scene. Notice that even
though there’s a deliberate color
cast in the image, the shadows
remain neutral, providing valuable
contrast between the colorfulness
of the main character and the cool
neutrality of the background.
You can play off the audience’s expectation of color temperature and change the
perceived time of day, or the type of location, by throwing off the white balance
and introducing a deliberate color cast.
USING COLOR BALANCE CONTROLS
225
As you saw in Figure 4.3 at the beginning of this chapter, color casts are also used
to introduce mood to a scene. How many times have you heard lighting referred to
as “cool” or “warm”? In general, this is the easiest way to discuss the quality of light
because it embodies the entire range of lighting we experience in our everyday
lives, from the extreme warmth of tungsten bulbs to the extreme cool of overcast
sunlight. It’s not surprising that these descriptions also tend to dramatize light
quality, with warm lighting tending toward the romantic (sunsets, candlelight), and
cold lighting signifying discomfort (rainy, overcast days have literally cold lighting).
CH A P TE R 4
These are huge generalizations, of course, and it’s also fun to play lighting against
type (cool lighting quality for a hot exterior shot), but it’s good to develop a
conscious rationale for your use of color temperature as you develop the visual
vocabulary of your program.
In the following example, you’ll look at three different corrections made to push a
scene in three completely different directions:
1 First, examine the RGB parade scope for the original, unaltered shot
(Figure 4.75).
It’s a well-lit scene. There’s good color contrast in the actors clothing and
within the background of the scene, and there’s good separation between the
actors in the foreground and the rest of the background. You can clearly see
that the top of the red waveform is a bit taller than that of the green and blue
waveforms—enough to let you know that the lighting in the environment is
deliberately warm, which is most likely the original intent for the scene.
When you examine the rest of the RGB waveforms, you’ll find that the bottom
of all three waveforms align well, so there’s no color cast in the shadows.
Likewise, the midtones line up, as you’d expect given the warmer highlights,
so there’s no overt color cast that adversely affects the actors.
Bottom line, any adjustments you make to this shot are for creativity and
not necessity.
Figure 4.75 The original,
unaltered shot.
2 Make the corrections shown in Figure 4.76 to exaggerate this warmth and
give more of a “golden-hour” look to the scene, mimicking the warm,
226
PRIMARY COLOR ADJUSTMENTS
flattering quality of daylight that is seen in the hour preceding sunset. Because
you’re affecting the lighting, make the main change to the image using the
Gain control.
Figure 4.76 Adjustments made
to add warmth to the highlights
of the scene, without exaggerating the color of the actors and
background.
+
+
-
+
-
Lift
-
Gamma
Gain
By pushing the Gain color control toward orange and making a small
adjustment to the Gamma color control to push it toward the complementary
cyan/blue, you can boost the warmth in the highlights without overdoing the
orange of the actors’ skin tone within the midtones (you don’t want them to
look like they have a bad spray-on tan).
The result is a warmer, more inviting look (Figure 4.77).
Figure 4.77 The visual result of
warming up the highlights. Notice
the elevated top of the red channel
in the RGB parade scope relative
to the tops of the green and blue
waveforms. Notice also that the
middle and bottom of the graphs
still align. Notice also that the top
of the red waveform remains well
within the 100 percent/IRE limit.
USING COLOR BALANCE CONTROLS
227
3 Next, make the corrections shown in Figure 4.78 to cool off the scene, subtly
boosting the blue in the highlights.
+
+
-
-
-
Gamma
Gain
CH A P TE R 4
Lift
Figure 4.78 Adjustments made
to cool off the highlights of the
scene, while trying to keep the
actors from turning blue.
+
Similarly to the previous adjustment, you pushed the Gain color control
toward a blue/magenta split in order to boost the blue channel within the
highlights. This can be a tricky adjustment, as it’s easy to add either too much
green or too much red, which would end up adding magenta to the scene.
Since the blue you’ve added to the highlights can end up making the skin tones
of the actors look a bit too pasty, the compensating adjustment of pushing the
Gamma color control back toward a complementary orange backs this correction
off within the midtones, where the actors are exposed.
The result is more of an overcast noon-time lighting—the scene becomes more
sterile and clinical, as shown in Figure 4.79. As a side note, neutralizing the
color in the highlights has also reduced the white point a bit, which might
require a boost to the Gain contrast control.
Figure 4.79 The now-cool scene.
Notice the depressed red channel
and the elevated top of the blue
channel in the parade scope.
228
PRIMARY COLOR ADJUSTMENTS
4 Lastly, make the adjustment shown in Figure 4.80 to push the color temperature
toward the kind of greenish hue you’d see if there were fluorescent fixtures in
the scene.
Figure 4.80 Adjustments to add
an unpleasant green “fluorescent”
cast to the image. You need to
apply a complementary adjustment to the midtones to keep the
actors from looking nauseated.
+
+
-
+
-
Lift
-
Gamma
Gain
Pushing the Gain just a little (a little goes a long way when you’re adding green)
toward green elevates the green channel. In this case, it’s really necessary to
compensate by pushing the Gamma toward magenta (the complementary of
green) to minimize the effect of this green tint on the actors’ skin tone within
the midtones (Figure 4.81).
Figure 4.81 The resulting
green tint.
The result is a deliberately unflattering, “unaltered” office environment
lighting that’s guaranteed to put the audience on edge.
BUT WHAT ABOUT MAGENTA?
Despite the wide latitude you have for altering a scene’s color temperature for creative
intent, there’s one direction of the color wheel you’ll almost never move into—
magenta (unless you’re correcting for fluorescent lighting). Not only is magenta
not a light source that’s found in nature (although sodium vapor lighting comes
unflatteringly close), it’s a color that most people find immediately disconcerting
and unpleasant, as illustrated in Figure 4.82, which shows the shot from the previous exercises adjusted toward magenta.
USING LOG COLOR CONTROLS
229
This is particularly tricky as a magenta correction in the highlights is usually the
solution to an unwanted greenish cast from fluorescent lighting that was recorded
with improper color balance. It’s easy, when correcting for the green spike in fluorescent lighting, to overcompensate a tiny bit and end up with too much magenta
in someone’s face.
Don’t worry about this getting by you. Your client will likely be the first to say,
“Does she look a little purple to you?”
USING LOG COLOR CONTROLS
The color balance control functionality described earlier for adjusting lift, gamma,
and gain is a classic set of controls for manipulating normalized video images in a
video grading environment. The origins of these controls lay in telecine and online
tape-to-tape color correction, with the assumption of a BT.709 color space and BT.
1886 gamma profile. In this environment, these controls provide a lot of specific
control over the image.
However, as digital intermediate film grading workflows emerged, they were accompanied by the need to grade logarithmically (log) encoded digital film scans, typically
in the Cineon and DPX formats, in such a way as to fulfill two distinct requirements:
• First, it was necessary to map a set of image adjustment controls to the mathematical requirements of log-encoded media formats, with their compressed
distribution of color and contrast image data.
• Second, it was necessary to limit the colorist to using only image-adjustment
operations that matched what could be done by optical film printers. Imposing
this restriction ensured that the digital colorist couldn’t make adjustments that
weren’t compatible with those made by the color timer in projects that mixed
digital grading with the photochemical process of color timing.
One of the pioneers of log grading is Lustre, itself originally a product named Colossus,
developed by Colorfront and later acquired by Autodesk; it was used extensively on
The Lord of the Rings trilogy, among many other films. Lustre has a dedicated Log
grading mode that sets the Lustre interface to use these controls exclusively.
N OT E
Greenish lighting is mainly a
problem for scenes shot with
practical fluorescent fixtures
that are installed in the shooting location. When you have
more time for the shoot, you
can employ stage gel sleeves to
correct this for existing fluorescent fixtures, or you can use
special lighting instruments
with electronic ballasts using
color temperature-calibrated
tubes instead.
CH A P TE R 4
Figure 4.82 Almost nobody likes
a magenta color cast in an image,
so keep a sharp eye out for any
hint of magenta creeping into the
picture, especially within the skin
tones of people within the scene.
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PRIMARY COLOR ADJUSTMENTS
Another pioneer of grading using Log controls is FilmLight’s Baselight, which has
two different types of grading layers available: video and film. The Video layer
exposes the lift/gamma/gain-style controls expected by the telecine professional.
However, the Film layer exposes the Log grading controls of Exposure, Contrast,
and Shadow/Midtone/Highlight (Figure 4.83). These film-style controls were first
developed as part of an in-house compositing and finishing tool at the Computer
Film Company, developers of which went on to found FilmLight and create
Grader2, an early version of Baselight, to support work on Chicken Run in 2000.
Figure 4.83 Primary controls
found in the Film Grade operator
of FilmLight Baselight. The basic
Exposure/Contrast/Saturation controls are shown, but log-oriented
Shadow/Midtone/Highlight controls
are also available on a second tab.
The original point of Log-style grading was to emulate, with digital tools, the color
timing process in such a way as to enable digital colorists to create grades that
wouldn’t stray too far from a color-timed result. Even as digital intermediate grading went from being the exception to the rule, Log controls capable of working
with native log-encoded media remained valuable for workflows where film output
was expected.
Now, of course, many other grading applications including DaVinci Resolve and
SGO Mistika support Log-style grading, though it’s tempting to wonder why, given
that film acquisition has become less and less common and true digital intermediate workflows for film print distribution are going the way of the dinosaurs.
The reason Log grading controls are still relevant is the increasing number of
log-encoded camera acquisition formats, including camera raw formats that are
debayered to a log-encoded result. It turns out that logarithmic encoding is still
quite useful for efficiently moving a wide latitude of image data into a grading
application’s image processing pipeline in order to achieve a reasonable balance
between image quality and data throughput/processor performance.
Additionally, when used in conjunction with true log-encoded media, Log controls
encourage a very specific grading workflow that, while limiting in one sense, enable
a creative aesthetic that’s tied to the history of cinema.
USING LOG COLOR CONTROLS
231
SETTING UP A LOG GRADE
ADJUSTING OFFSET COLOR BALANCE
As always, you want to make sure you adjust the contrast of an image prior to
adjusting its color, and this is even more true of Log controls. Then, the foundation
of your log grade as far as color goes is a simple Offset adjustment. This may seem
too good to be true, given everything you’ve learned about making color balance
adjustments within specific zones of image tonality, but when working on competently shot images, a simple offset adjustment can give you a good, clean result that
cures color imbalance from the shadows through the highlights.
Another reason to start with Offset first is that it’s more creative in nature. Veteran
colorist Mike Most, who’s written of the advantages of log grading online and who
was generous enough to discuss Log grading with me at great length, suggests that
beginning your grade on a foundation of log-style controls may yield more inherently
cinematic results. The reason given for this is simple: You can create nonlinear signal
adjustments with Lift/Gamma/Gain controls that would never happen to a traditionally color-timed film, which is a visual cue the audience can spot.
The reason for this difference is that the principal controls of Offset (master color
balance), Exposure (master offset), and Contrast/Pivot make linear adjustments that
affect all three color channels evenly throughout the entire tonal range of the signal.
This reflects the relatively straightforward adjustments that are made using a color
analyzer’s red, green, blue, and density controls but still gives you more control
then any color timer ever had via Contrast and Pivot.
The following example shows this workflow in the context of a moodily lit and shot
image of a woman contemplating the choices she’s made. The client would like a
naturalistic treatment in keeping with the project’s “70s independent film” aesthetic,
which you might take to mean no crushed blacks, no harsh whites, and a fairly linear
color balance throughout the tonal range, where possible.
CH A P TE R 4
As discussed in Chapter 3, Log controls are designed to work with the peculiarly
compressed mathematical distribution of log-encoded image data. To work in this
way, it’s important you use the log-style Shadow/Midtone/Highlight color balance
controls to adjust the prenormalized state of the image, before the normalizing LUT
or adjustment that you’re applying in a second operation. Otherwise, your Log
control adjustments won’t work the way they should. For more information, see
Chapter 3.
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PRIMARY COLOR ADJUSTMENTS
1 As usual, you’ll normalize the log-encoded clip using a LUT, or manually, in
order to get the desired starting point for your grade (Figure 4.84). You’ll want
to do this in a layer or node after or on top of one or two initial adjustments
you’ll use for grading, depending on how your application is set up.
Figure 4.84 A CinemaDNG
clip shot with the BMD Cinema
Camera debayered as log-encoded
media and after normalizing
with a corresponding LUT from
Blackmagic Design.
2 Make any necessary contrast adjustments as an operation before the
normalization operation, in this case lowering Master Offset to the desired
black point and using the Contrast and Pivot controls to expand contrast to
push up the highlights of the signal to indicate sunlight streaming in through
the window (Figure 4.85). On some control surfaces, such as the DaVinci
Control Surface used for Resolve, Master Offset is mapped to a ring control
around a fourth trackball.
Figure 4.85 The image after
making master Offset and contrast adjustments to a correction
inserted prior to the LUT operation.
3 In this case, stretching contrast has made the image extremely warm, but
this is supposed to be a noon-day image. Consequently, the client would like
a more neutral treatment, with natural skin tones. This can be achieved by
USING LOG COLOR CONTROLS
233
Figure 4.86 The image after a
simple color balance correction
pulling the Offset control toward
blue to neutralize the extreme
warmth.
+
+
-
+
-
Lift
-
Gamma
Gain
Because the Offset control simply raises or lowers each of the three color
channels in their entirety to rebalance the image, the theory is that once you
correct a known feature, such as skin tone, the rest of the image will likely fall
right into line (Figure 4.87).
Figure 4.87 A set of nodes explicitly organized and labeled to show
you one possible way of grading
log media to exercise exact control
over the image, in a deliberately
restrained manner.
This order of operations is illustrated via a series of individually labeled nodes
in DaVinci Resolve. Keep in mind that you don’t need to create separate nodes or
layers for each operation (unless you like being insanely organized). In particular,
CH A P TE R 4
making an adjustment to the Offset color balance control (using a remapping
of one of the existing trackballs, a fourth trackball, or an onscreen control).
When making this kind of adjustment, a tip is to make your adjustment so that
the dominant subject of the scene—a person’s skin tone, the blue of a sky, or
the green of foliage—looks the way you want it to look (Figure 4.86).
234
PRIMARY COLOR ADJUSTMENTS
since in DaVinci Resolve the LUT is last inside of a node’s internal order of
operations, you can apply a LUT and make the Offset Master, Contrast, and
Offset Color adjustments all within a single node. Figure 4.87, however, shows
the node’s internal order of operation artificially externalized.
The result, assuming you want a naturalistic grade, can be a simple color balance
that lacks the kind of oversaturation in shadows and highlights that can give away
a video image where you’ve independently adjusted the shadows and highlights.
Again, Offset is similar to the printer points adjustments that color timers used for
decades to balance films, and if you’re careful and grading competently shot material,
the results can be remarkably cinematic in their simplicity.
USING SHADOW/MIDTONE/HIGHLIGHT CONTROLS
Of course, sometimes you’ll end up contaminating the color of the highlights and
shadows when making an Offset adjustment, especially when you deviate from a
natural treatment of the image as it was, to create an exaggerated color balance.
For example, if you’re grading an actress with very pale skin tone and you decide
to add some life and saturation to her skin, you can end up exaggerating color
throughout the rest of the image as well.
In the following example, rather than giving life to the skin tone, the client wants
more of a deathly pallor to the lighting scheme illuminating the zombie attack
(Figure 4.88). The media is log-encoded, and following the workflow of the
previous section, you use the Offset color balance control to put some green into
the lighting.
Figure 4.88 Before and after
adding green via the Offset color
balance control. The shadows
are contaminated with green as
a result.
USING LOG COLOR CONTROLS
235
Figure 4.89 An approximation of
how the Shadow, Midtone, and
Highlight controls affect tonal
zones based on the original logencoded contrast for the purposes
of color balancing.
Midtone
Midtone
Shadow
Shadow
pivot
pivot
pivot
pivot
Highlight
Highlight
Offset/Exposure
As you can see, when used with a log-encoded image, the color interactions
between each adjustment overlap softly. However, the changes you make are much
more specific than those made using the Lift/Gamma/Gain controls, on the premise that you’ll want to be making narrow corrections to fix color contamination,
while leaving the rest of the signal adjustment you’ve made as linear as possible
(Figure 4.90).
Figure 4.90 The final grade, after
pushing the Shadow color balance control toward magenta to
neutralize the green in the darkest
parts of the image.
Furthermore, as with Log contrast controls, the boundaries of color adjustment
where the shadows end and midtones begin, and where the midtones end and the
highlights begin, are adjustable using pivot, range, or band parameters (names vary
by application) to change the center point of image tonality at which each adjacent
pair of color balance controls overlap (Figure 4.91). This gives you added flexibility
to apply more specific contrast and color adjustments.
CH A P TE R 4
As a result, there’s green in the shadows as well. However, in these cases, your grading application’s Shadow/Midtone/Highlight color balance controls are there to
help you by allowing more specific adjustments that take into account the unique
tonal characteristics of log-encoded media. Figure 4.89 shows an approximation of
how the default ranges of the Shadow, Midtone, and Highlight controls divide the
tonal range of a log-encoded image.
236
PRIMARY COLOR ADJUSTMENTS
Figure 4.91 The Shadows,
Contrast, and Highlights pivot
parameters, with their accompanying graphical controls that show
the center point of each pivot as
a dotted blue line on the LUT
graph, which shows a graphical
representation of the adjustments
being applied.
Obviously, the Shadow/Midtone/Highlight controls are nonlinear in nature, since
they allow differing color adjustments to the highlights and shadows independently
of one another. As a result, this is still cheating if you’re looking to grade like the
color timers do. Pragmatically speaking, since these controls are calibrated for logencoded media, such targeted adjustments let you combine the best of both worlds,
providing a cinematic base grade with digital refinements for fixing specific issues
that need solving.
CONTINUING AFTER A LOG GRADE
Once you’ve made an adjustment using Log mode controls along with a normalizing LUT or curve adjustment, you can always apply additional operations to the
normalized image, using lift/gamma/gain, curves, and any other controls you like
to make further alterations to the now normalized image.
In fact, you can also use the Log color balance controls on normalized images,
but the results will be slightly different. Because the Log controls are calibrated
to work on a very narrow tonal range, their effect on normalized pictures will be
more highly specific than with log-encoded pictures. In Figure 4.92, you can see
an image that’s already been normalized, with a wide range of image tonality from
dark shadows to light highlights.
Figure 4.92 A normalized image
with wide contrast.
COLOR TEMPERATURE CONTROLS
237
Figure 4.93 Using the Highlight
color balance control of the Log
controls to add yellow results in
a very specific adjustment when
applied to a normalized image.
While not necessarily suitable for
general correction, this can be
very useful for stylization.
Used in this way, the Log controls are very effective for inserting stylized color
adjustments into very narrow zones of image tonality, especially when you take
into account that most log controls can be altered using pivot or low/high range
parameters, so you can customize the tonal range of the image you’re affecting.
COLOR TEMPERATURE CONTROLS
Some applications, including Adobe SpeedGrade, provide an alternate set of color
sliders specifically to address color temperature shifts and magenta/green corrections (Figure 4.94). Additionally, some formats encoded using a RAW color space,
such as RED R3D files, expose similar controls.
In general, there’s nothing you can do with these that you can’t do with a typical
set of color balance controls, but they are a convenience for specific operations.
Figure 4.94 Another way of
adjusting color balance using the
Temperature and Magenta controls found in SpeedGrade.
These are essentially color balance controls controlling the highlights zone of tonality,
except that that each slider is locked to a specific angle of hue for the correction. In
SpeedGrade, Temperature balances the red channel against the blue channel, while
Magenta balances the red and blue channels against the green channels.
Like the color balance controls, these sliders aren’t just useful for corrections. You
can also use them to introduce color imbalances to stylize the image.
CH A P TE R 4
Figure 4.93 shows the result of pushing the Highlights color balance control
toward yellow on a normalized image. The resulting adjustment made to warm
up the highlights of the image affects only the very brightest parts of the image
(Figure 4.93).
238
PRIMARY COLOR ADJUSTMENTS
USING COLOR CURVES
Those of you who work with Adobe Photoshop and other image editing applications are probably already familiar with curves. Meanwhile, colorists and color
timers who’ve been working in other applications specific to video correction and
film grading may ask, “Why should I use curves when I’m already used to using
color balance controls?”
The simple answer is that while the color balance controls shown previously let
you adjust the red, green, and blue components of an image simultaneously, the red,
green, and blue curves let you adjust the corresponding color components of the
image individually. This opens up additional creative and utilitarian vistas with a
specificity that the color balance controls simply aren’t capable of.
In most color correction applications, the red, green, and blue color adjustment curves
are located alongside the luma curve we saw in the previous chapter (Figure 4.95).
Figure 4.95 RGB curves lie
next to the luma curve in most
applications.
USING COLOR CURVES
239
CURVE ADJUSTMENTS IN QUANTEL PABLO
Quantel Pablo has a full set of curve controls that are arranged within a unique interface
called Fettle that provides multimode RGB, HSL, and YUV channel manipulation using
curves. A subset of this interface provides the equivalent to the RGB curves described here,
as well as the luma curve (in YUV mode) and the hue curves (in HSL mode) described in
Chapter 5.
CH A P TE R 4
In fact, Quantel’s Fettle interface is one of the original curve control implementations,
and colorists once referred to this style of adjustment as fettling. To save you a dictionary
search, the noun fettle means “repair,” as in “the bicycle is in fine fettle.”
Each color curve controls the intensity of a single primary color component of the
image. In some applications, these curves are locked together by default, enabling
RGB contrast adjustment using the curves, as you saw in Chapter 3.
However, if you uncouple the curves from one another, you can make changes to
specific color channels within as broad or as narrow a range of image tonality as
you like. In fact, with a single curve, you can make as many specific adjustments
to narrow portions of image tonality, from the shadows through the midtones
through the highlights, as you can place control points onto the curve. Figure 4.96
shows a rough breakdown of which parts of the default slope of the curve’s interface correspond to which tonal areas of the image. Bear in mind that since the
practical definitions of shadows, midtones, and highlights overlap considerably,
this is only an approximation.
Highlights
Midtones
Shadows
In most color correction applications, adjustments to the color channels work identically to those made using a Luma curve, as covered in Chapter 3. Click a curve to
add as many control points as you need to modify its shape, dragging each control
point up or down to change the level of that color channel to different values at
the corresponding region of image tonality.
Figure 4.96 This image shows
which parts of the curve adjust
which tonal regions of the image,
approximately.
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PRIMARY COLOR ADJUSTMENTS
In Figure 4.97, you can see that four control points have been added to the curve,
raising the amount of red at the top of the midtones while simultaneously lowering
the amount of red at the bottom of the midtones. This is a far more specific adjustment than can be made using the color balance controls.
Figure 4.97 Adjusting the red
channel within two different areas
of image tonality.
The following section demonstrates this principle in greater detail.
MAKING TONALLY SPECIFIC COLOR
ADJUSTMENTS WITH CURVES
Let’s take a look at how we can affect tonally specific regions of an image using
curves. Figure 4.98 shows a low-key night shot with a cool blue cast in the highlights (the top of the blue waveform in the parade scope is taller than the red and
green). Otherwise, it exhibits fairly neutral color throughout the midtones, with
deep, neutral shadows (evidenced by the relatively equal bottoms of the three
waveforms in the parade scope).
The client has expressed a desire for a bit more zest in the highlights, particularly
in the lighting that can be seen though the doorway. One way we could accomplish
this is using the color curves.
Figure 4.98 A neutral image
with balanced graphs in the
parade scope.
USING COLOR CURVES
241
1 To simply add more red to this image using the curves, click the middle of the
Red curve to add a single control point, and then drag it up to raise the amount
of red, as shown in Figure 4.99.
CH A P TE R 4
Figure 4.99 Raising the Gamma of
the red channel, along with most
of the shadows and highlights.
As you can see in Figure 4.100, this adjustment boosts the amount of red
throughout the image.
Figure 4.100 The result of the
correction shown in Figure 4.99.
Notice that the red channel is
elevated in its entirety.
When you make an adjustment with only one control point, it results in a
fairly extreme overall adjustment to the image, since it pulls nearly every part
of the curve upward. This creates a reddish color cast over the entire scene.
You should note that the initial two control points that the curve starts out
with at the bottom left and upper right partially pin the darkest and lightest
parts of the red channel in place. With ordinary adjustments of modest scale,
these two original control points at their default position help preserve the
neutrality of the darkest shadows and the brightest highlights in the image.
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PRIMARY COLOR ADJUSTMENTS
Figure 4.101 compares the unadjusted and adjusted red graphs of the parade
scope from the previous image. If you look closely at the top and bottom,
you can see that the highlights and midtones of the red channel have been
stretched by a greater amount than the shadows.
Figure 4.101 Comparing the
unadjusted red channel at the left
to the curve-adjusted red channel
at the right.
2 If you add a second control point to the Red curve (Figure 4.102), you can return
the shadows of the red channel to their original state by dragging the new
control point down until the bottom of the curve intersects the diagonal grid.
Figure 4.102 Adding a second
control point to keep the shadows and darker midtones neutral,
indicated by the proximity of the
bottom of the curve to the intersection of the horizontal and
vertical gridlines.
The diagonal of this grid indicates the neutral state of each curve. Wherever a
curve intersects this diagonal, the values of the image at that zone of tonality
are as they were in the original image (Figure 4.103).
USING COLOR CURVES
243
Curve intersects diagonal
(no change to image)
CH A P TE R 4
Figure 4.103 Our modified curve,
compared to the diagonal intersection of gridlines that represents
the neutral détente position of
the curve, along which the image
remains unaltered.
Curve deviates from diagonal
(image is altered)
With this last adjustment, the control point to the upper right continues to
boost the highlights of the red channel. Meanwhile, the new control point
you’ve added to the lower left pins the Red curve at a more neutral diagonal
in the highlights. The curve from one control point to the other keeps this
transition very smooth, producing a gradual transition from the unaffected
shadows through the affected highlights, as shown in Figure 4.8104.
Figure 4.104 Boosting red in
the highlights (especially as seen
through the doorway) while keeping the darker midtones and
shadows neutral.
The result is that the shadows of the room and the darker midtones of the
woman and man remain neutral, but the brighter highlights, especially
the highlight seen through the doorway, have the new insidious red cast
you’ve introduced.
This is the power of curves. They give you specific, customizable control over the
color in different tonal regions of an image that can sometimes border on secondary
color correction.
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PRIMARY COLOR ADJUSTMENTS
MAKING CONTROLLED CURVE CORRECTIONS
TO AN IMAGE USING THE PARADE SCOPE
If you want to use curves as a corrective tool to neutralize color casts, one of the
best ways to spot which curves need to be adjusted is to use the RGB parade scope.
As you’ve already seen in the previous example, the graphs for each of the three
color channels in the parade scope correspond perfectly to the three available color
curve controls. Since color casts generally reveal themselves in the parade scope as
an elevated or depressed graph corresponding to the channel that’s at fault, these
waveforms provide an instant guide to show you which curves you need to adjust
and where to place the control points you need to use to make the adjustment.
The following example was originally shot with an extremely warm cast. As is so
often the case, the director decided to ease off this bold decision in post. Large
color casts like this are often ideal candidates for curve correction, since you can
easily make very targeted corrections to the specific color channels that are at fault.
1 Examine the RGB parade scope for the image in Figure 4.105. This shows an
image with a red channel that is obviously too high relative to the rest of the
picture, and it’s throwing off the highlights of the shot.
Correspondence between color channel
and curve point placement
Figure 4.105 The original, unaltered image. The parade scope reveals that the red channel is
too high and the blue channel is too low.
The parade scope indicates that your first adjustment should be to lower the
midtones of the red channel relative to the green and blue channels. To figure
out where to put a control point to do what you want, you need only compare
the height of the waveform you want to adjust to the height of the curve
(Figure 4.106).
Figure 4.106 To affect the spike
in the red channel waveform that
just touches the dotted line, put
a control point where the dotted
line intersects the curve.
2 Now, place a control point at the top third of the curve, and drag it down to
lower the red channel midtones until the middle of the red channel (which is
the portion of the waveform that corresponds to the wall) is only just a little
higher than the middle of the green channel (Figure 4.107).
USING COLOR CURVES
245
CH A P TE R 4
Figure 4.107 The red channel
curve adjustment described in
step 2.
This neutralizes the highlights, but now you’ve traded an orange color cast
for a greenish-yellow one (Figure 4.108). Next, you need to raise the blue
color channel.
Figure 4.108 The result of the
adjustment made in Figure 4.107.
3 Now, place a control point at the bottom third of the blue color curve, at a
height that corresponds to the top of the blue midtones, and drag it up until
the blue midtones are closer to the same height as the green curve. You’ll
know when to stop by keeping your eye on the monitor. Once the image looks
neutral, you’re done.
The resulting correction works well for the midtones, but the shadows now look a
little weak. To fix this, add another control point near the bottom of the curve
and drag it down to lower the bottom of the blue waveform (Figure 4.109).
Figure 4.109 The blue channel
curve adjustment described in
step 3.
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PRIMARY COLOR ADJUSTMENTS
This last adjustment brings the image to a more neutral state (Figure 4.110).
Figure 4.110 The final result,
after adjusting both the red and
blue curves.
At this point, it’s easier to introduce a more subtle warmth using the color
balance controls that will complement rather than compete with the image.
As you can see, there is a fairly direct correspondence between the values displayed
in the three graphs of the parade scope and the three color curve controls.
MAKING CORRECTIONS WITH RGB LIFT/GAMMA/GAIN
Most applications also have a set of Lift/Gamma/Gain controls that allow specific adjustment of the red, green, and blue color channels. These controls hearken back to older
hardware and software color correction methods, and they allow very specific adjustment
of wildly imbalanced images. In a sense, you might even consider these controls to be
three-point curves, because their effect and use are similar to the procedure described in
this section. Furthermore, using RGB Lift/Gamma/Gain controls with your parade scope is
another great way to correct some really thorny problems or to make adjustments when
you know exactly which part of the signal you need to boost or attenuate and by how
much.
WHICH ARE FASTER, COLOR BALANCE
CONTROLS OR CURVES?
Unlike the color balance controls, which simultaneously adjust the mix of red,
green, and blue in the image, each of the color curves adjusts just one color component at a time. This means that sometimes you have to adjust two curves to make
the same kind of correction that you could achieve with a single adjustment of the
appropriate color balance control.
For example, in Figure 4.111, the parade scope indicates a color cast in the shadows
of the image, via a blue channel that’s too high and a red channel that’s too low.
USING COLOR CURVES
247
CH A P TE R 4
Figure 4.111 A fluorescent green
color cast.
To correct this using the curves controls, you’d have to make three adjustments, to
the red, green, and blue channels. However, to make the same adjustment using
the color balance controls, you would only need to drag up the Gain control toward
magenta (Figure 4.112). Both adjustments result in nearly the same correction.
Figure 4.112 Two ways of neutralizing the green—one using curves,
the other using a single Gain color
balance operation—produce
nearly identical results.
+
-
Highlights/Gain
Gain
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PRIMARY COLOR ADJUSTMENTS
Which way is better? Well, that’s really a matter of personal preference. The best
answer is whichever way lets you work faster. In a client-driven color correction
session, time is money, and the faster you work, the happier your client will be.
Both controls have their place, and my recommendation is that if you’re coming
to color grading from a Photoshop background, take some time to get up to speed
with the color balance controls; you may be surprised at how quickly they work.
And for colorists from a video background who haven’t used curves that much before,
it’s worth taking the time to learn how to make curve adjustments efficiently,
as it may open up some quick fixes and custom looks that you may have wrestled
with before.
DAVINCI RESOLVE CURVES AND LUM MIX
One of the interesting differences between DaVinci Resolve and other applications
is the YRGB image processing Resolve uses in order to maintain image luminance
while you make adjustments to individual color channels. This feature is most
noticeable when you unlink curves in order to make the kinds of adjustments
shown in the previous few sections. In DaVinci, lowering one color channel using
either curves or individual RGB Lift/Gamma/Gain controls automatically raises the
other two color channels in such a way as to preserve the overall lightness of the
image. In this scheme, raising one color channel also lowers the other two, maintaining a kind of symmetry.
This type of image processing can take some getting used to if you come from an
application where each channel is totally independent, but Resolve lets you modify
this behavior using the often misunderstood Lum Mix parameter. When set to 100
(the default), Lum Mix maintains this symmetrical relationship between all color
channels, as shown in Figure 4.113.
Figure 4.113 With Lum Mix set to
100, lowering the green channel in
DaVinci Resolve results in the red
and blue channels being raised to
maintain image lightness.
To disable this behavior, all you need to do is to lower Lum Mix to 0, and all perchannel operations within that node will have no effect on the other channels of
the image.
SATURATION ADJUSTMENTS
249
SATURATION ADJUSTMENTS
As discussed earlier, image saturation is a measurement of the intensity of its color.
Most images contain many different levels of saturation, which you can measure
using the vectorscope.
CH A P TE R 4
Even though saturation is usually modified whenever you adjust color balance or
contrast (so long as you’re using an application that processes these adjustments
in RGB space), there are frequently times when you’ll want to adjust saturation all
by itself. You may do this to create different looks, correct for broadcast legality, or
perform scene-to-scene color correction.
Most color correction applications provide you with several controls for saturation
adjustment, depending on whether you want to adjust saturation throughout the
entire image or just the saturation within a narrow tonal range.
ANALYZING SATURATION USING THE
WAVEFORM MONITOR SET TO FLAT (FLT)
To help you control saturation at specific tonal ranges, it’s helpful to be able to
analyze image saturation more specifically. The vectorscope shows you the overall
saturation for the entire image, which is helpful, and shows you how strong the
saturation is for specific hues, which is essential.
However, you can also configure most Waveform Monitors to display saturation as an
overlay over luma, usually referred to as FLAT (FLT) or something similar. This way,
you can see how saturated an image is at different tonal zones. This mode is principally useful for checking to see how much saturation exists in the highlights and
shadows of an image. In this mode, the Waveform scope can’t show you information
about specific colors (that’s what the vectorscope is for); it shows you only the amplitude of the chroma component corresponding to each level of the luma component.
Let’s take a look at how this works. Figure 4.114 comprises two halves. The bottom half is completely desaturated and shows the luma level that stretches across
the entire frame from left (black) to right (white). The top half has saturated color
added to this base luma level.
Figure 4.114 A split-screen test
pattern. The top half is highly
saturated, the bottom half has
no saturation.
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PRIMARY COLOR ADJUSTMENTS
Examining this image in the Waveform Monitor confirms that the luma of the
overall image is a simple ramp gradient (Figure 4.115).
Figure 4.115 The test pattern’s
overall luma is a simple ramp
gradient.
However, turning the Waveform Monitor’s saturation option on shows a different
picture. The shadow and highlight portions of the top half of the gradient are highly
saturated, with excursions in the Waveform graph well below 0 and above 100 percent, which can be seen as the thick parts of the Waveform graph in Figure 4.116.
This image makes it easy to examine the many different controls you’re given to
adjust saturation levels throughout the picture.
Figure 4.116 The thickness of
the Waveform graph indicates
high saturation from the shadows
through the highlights when the
Waveform Monitor is set to display
FLAT (FLT).
THE SATURATION CONTROL
Every color correction application and filter has at least one saturation control that
simply raises the saturation throughout the image, creating a more vivid look, or
lowers it for a muted result. Sometimes this control takes the form of a single slider
or parameter, such as in DaVinci Resolve (Figure 4.117).
Figure 4.117 The saturation slider in the primary color correction display of
DaVinci Resolve.
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251
The saturation controls in FilmLight Baselight let you control overall saturation,
but they also allow independent adjustments to the saturation of the red, green,
and blue hues within the image (Figure 4.118).
Figure 4.118 The saturation controls in the video grading panel of
FilmLight Baselight.
Figure 4.119 A clip with saturation raised throughout the image.
Notice how the waveform displaying saturation is thick throughout
the graph.
Decreasing saturation mutes the entire image, as shown in Figure 4.120.
Figure 4.120 A clip with saturation
lowered throughout the image.
Notice how the waveform displaying saturation has thinned.
While simple control over saturation is often exactly what you need, there will be
situations where you’ll need to exert more selective control over the saturation in
an image, boosting it in specific areas while lowering it in others.
TARGETED SATURATION CONTROLS
Many professional color correction applications also provide specific control over
saturation within specific tonal regions of the image. In particular, you’ll frequently be concerned with controlling saturation within the darkest shadows and
brightest highlights of your image. Sometimes, these controls are fixed and defined
by the same shadows/midtones/highlights tonal ranges used by an application’s
five-way and nine-way color controls, because the intention is to make quick saturation adjustments at the extremes of image tonality. When available, these controls
make it really fast to perform the following operations:
CH A P TE R 4
However the saturation controls are set up, increasing saturation intensifies the
colors of the image, as shown in Figure 4.119.
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PRIMARY COLOR ADJUSTMENTS
• Desaturating shadows to make them seem more natural and to create an image
with deeper blacks, creating the illusion of greater contrast
• Desaturating highlights that have troublesome color casts to make them
instantly white (for example, shots with a bit too much red or blue at 0 percent/
IRE have off-color blacks that are easily fixed with this control)
• Boosting saturation within a specific region of midtones in order to avoid saturating the entire image
• Eliminating unwanted color artifacts in shadows and highlights that result from
extreme color corrections made to the rest of the image (for example, making
big corrections in shots with snow often adds color to the brightest highlights,
and this control is a fast fix)
• Legalizing image saturation in the shadows and highlights (see Chapter 10 for
more information)
Currently, the most common type of saturation control is a single saturation control that can be set to affect different tonal ranges via buttons that change the
tonal range it affects, whether the overall image or just the highlights, midtones,
or shadows (Figure 4.121).
Figure 4.121 Buttons in
SpeedGrade and Smoke that
change whether the primary
controls affect the overall image
or a specific tonal zone.
Let’s take a look at how Highlights and Shadows controls work to limit a saturation
control’s effect, using them to affect the test pattern in Figure 4.122.
• Highlights saturation controls affect the brightest parts of the image. These
controls often have the most effect where the luma component is above approximately 75 percent, with a gentle falloff toward the midtones.
• Shadows saturation controls affect the darkest parts of the image. These
controls often have the most effect where the luma component is below approximately 25 percent, again with a gentle falloff toward the midtones.
SATURATION ADJUSTMENTS
253
Figure 4.122 Highlights and
Shadows saturation controls desaturating the opposite extremes of
the image. This effect can be seen
to the left and right edges of the
uppermost strip of the test pattern
(the middle blue strip shows the
original saturation).
The Waveform Monitor to the right, which is set to FLAT (FLT), shows the desaturation that’s occurring in the highlights and shadows through the tapering off of the
thick part of the waveform.
Other applications, such as DaVinci Resolve and SGO Mistika, provide Curve controls that affect luma versus saturation, providing nearly unlimited fine-tuning of
saturation throughout an image (Figure 4.123).
Figure 4.123 The advantage of
Curve controls is that they enable
you to quickly make custom
adjustments over user-selectable
ranges of image tonality. However,
Highlight/Midtone/Shadow-style
saturation controls can be easier
to adjust for common operations
owing to how they’re mapped to
your control surface, making fixing
a shadow as easy as punching a
button and twisting a knob.
ENRICHING SATURATION WITHOUT
CHEAPENING AN IMAGE
If you’re trying to create a super-saturated look, you don’t want to just crank up the
Saturation parameter and leave it at that. You’ll get lots of color, but you risk losing
detail due to color bleed, reduced color contrast, artifacts, aliasing in video formats
with low chroma sampling, edge ringing, and, of course, broadcast illegality.
CH A P TE R 4
Figure 4.122 shows the effect of setting both Highlights and Shadows saturation
controls to 0, desaturating the brightest and darkest areas of the top strip of the
test pattern.
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PRIMARY COLOR ADJUSTMENTS
Saturation works hand-in-hand with contrast in shaping the look of your clips.
Controlling saturation in the shadows and highlights of your images is the key to
creating a sophisticated look when increasing the saturation of your images, not to
mention maintaining broadcast legality with more stringent broadcasters.
You’ll also find that excessive saturation is a bit more successful in darker images,
where the distribution of midtones is weighted more toward the lower end of the
digital scale, from about 10 to 60 percent. When the difference is described in
terms used by the HSB color model, colors with a lower brightness value appear
richer than those with a higher brightness value, which can easily appear artificial
and excessive when in abundance.
When you increase the saturation of images, it’s even more important than usual
to make sure that neutral areas of the image don’t have an incorrect color cast. If
you’re deliberately warming or cooling the image, you may need to ease off the
correction.
In the following example, you’ll safely boost the color intensity in Figure 4.124 for
an even more richly saturated look.
Figure 4.124 The original,
unaltered image.
1 Examine the image using a vectorscope. You can see there’s already plenty of
saturation in the picture, which extends well out from the center of the center
crosshairs (Figure 4.125).
Figure 4.125 Vectorscope analysis
of the original saturation level.
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255
2 If you turn up the saturation, the image certainly becomes more colorful, but
the color is added indiscriminately throughout the image, even in the deepest
shadows. The result is a somewhat gaudy, overcolorful look, which is not what
you want (Figure 4.126).
CH A P TE R 4
Figure 4.126 After increasing
image saturation, the FLAT (FLT)
analysis in the Waveform Monitor
has grown thicker.
3 Examine the bottom of the Waveform Monitor with FLAT (FLT) turned on.
You can also see that the thickness of the waveform that indicates increased
saturation is extending down below 0 percent/IRE (Figure 4.127). This can
also be apparent in gamut scopes that show a composite transformation of the
image data with special markers for the upper and lower limits of acceptable
saturation, as discussed in Chapter 10.
Figure 4.127 In the top image, the
Waveform Monitor is set to luma.
At the bottom, the Waveform
Monitor is set to FLAT (FLT). Notice
how the fuzzy part of the right
waveform stretches below the
bottom line corresponding to 0
percent/IRE.
Excessive saturation in the shadows is what makes the last adjustment look
unflattering. You don’t expect to see increased saturation in shadows; you
expect saturation to diminish with the light level.
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4 To correct this, you can use whichever controls your application provides to
reduce shadow saturation, either lowering the shadows using the Shadows
controls, or using a luma versus saturation curve to roll off the saturation in
the darkest part of the picture (Figure 4.128).
Figure 4.128 Adding two control
points to a luma versus saturation
curve to reduce image saturation in the deepest shadows, with
a smooth transition to the more
highly saturated midtones.
You don’t want to desaturate the shadows all the way to 0, or the image
might pick up a gritty, unpleasant look (unless, of course, that’s what you’re
going for). You can see the result in Figure 4.129.
Figure 4.129 The high-saturation
version of the image with both
Highlights and Shadows saturation
controls reduced to 20 percent.
A close-up of the bald man’s head and the plant’s shadow on the wall makes it
easier to see the difference (Figure 4.130).
When boosting saturation, it’s easy to play with fire. Reducing shadow saturation in
the face of increased midtone saturation is a good way to keep the perceived contrast
of your images higher and to keep the shadows of your image looking deep and
clean. Alternately, you could use your controls to instead be more selective about
how you boost saturation, raising it only in the midtones while leaving the highlights and shadows alone.
By keeping an eye on the saturation in the highlights and shadows of your images,
you can more easily create more vivid looks without making your images look like
a bad TV signal.
SATURATION ADJUSTMENTS
Properly saturated
CONTROLLING “COLORFULNESS”
In Edward Giorgianni and Thomas Madden’s Digital Color Management: Encoding
Solutions (Wiley, 2009), colorfulness is defined as the “attribute of a visual sensation according to which an area appears to exhibit more or less of its hue.” This is
the definition I’m using for purposes of discussing the concept that a subject may
appear more or less colorful despite its actual level of saturation.
This is an important concept, because it describes various perceptual foibles by
which clients and audience members may perceive what’s onscreen differently
from what the video scopes show. In short, you may have highly saturated images
that don’t appear to be very colorful, and you may have relatively desaturated images
that appear to be more colorful than you would think based on their saturation.
So, if saturation isn’t the absolute determinant of colorfulness, then what other
qualities affect one’s perception of how much color is in an image?
Figure 4.130 Close-up comparison of shadow saturation. At top,
increased shadow saturation looks
unnatural. At bottom, reduced
shadow saturation looks closer to
what we’ve come to expect from
professionally shot programs.
CH A P TE R 4
Oversaturated
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PRIMARY COLOR ADJUSTMENTS
BRIGHTNESS AND COLORFULNESS DURING ACQUISITION
In human vision and image recording, the more brightly illuminated a subject is,
the more colorful it is perceived to be, even though the color of the subject is identical no matter what the lighting conditions. This is known as the Hunt effect:
Reduced illumination results in reduced colorfulness (Figure 4.131).
Figure 4.131 The same set of
colorful objects with both dim and
bright practical lighting. While
the dim version certainly has rich
color, the brighter items such as
the flowers seem more colorful still.
For the colorist, the Hunt effect relates directly to the perceived colorfulness of
displays set to different peak white settings; given the same display surround, a
higher peak white output results in a more colorful-looking image, whereas a lower
peak white output appears less colorful. This is one of many reasons to maintain
careful control over the calibration of your display.
CONTRAST AND COLORFULNESS WHILE GRADING
Interestingly, the relationship between saturation and image contrast when
adjusted by master RGB controls as described in Chapter 3 is analogous to the Hunt
effect. Expanding contrast increases saturation, which is usually a desirable result
(Figure 4.132).
As has been discussed previously, things get more complicated when you exercise
independent control over contrast of the luma component, separate from the chroma
of the signal. In this case, given the mathematics of digital image processing, stretching the contrast of images to make them brighter offers less perceived colorfulness
than would a darker image (Figure 4.133).
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259
CH A P TE R 4
Figure 4.132 Our test image
before and after contrast
expansion.
Figure 4.133 Stretching contrast
of just the Y' component diminishes colorfulness.
In both examples, image saturation is clearly intensified, but the quality of the
graded images is quite different. This is the reason why clients often substitute the
words bright and saturated with one another, because often the quality they’re trying to describe is not so easy to isolate.
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SIZE AND COLORFULNESS
The size of a feature has a direct relationship to its perceived colorfulness. In an example cited by Mahdi Nezamabadi (“The Effect of Image Size on the Color Appearance
of Image Reproductions,” Ph.D. dissertation, Rochester Institute of Technology,
2008), viewer observations of small paint patches were compared to their observations of the finally painted four walls of a room. Even though the color of the patch
and the walls were demonstrably identical through spectroradiometric measurement,
viewers reported an increase in lightness and chroma in the painted walls.
In other words, larger objects that have the same color as smaller objects are perceived
as being more colorful. This is shown in the following two images, where the same
vase, red box, gold frame stained glass lamp, and bottom of the vase appear in both
images. However, when filling more of the frame in the image at the right, the objects
being zoomed in on will appear to most observers to be more colorful, even though
there’s no actual change in saturation (Figure 4.134).
Figure 4.134 When pushing into a
colorful object, the increased size
can give an impression of greater
colorfulness, even though saturation is the same.
This is a valuable phenomenon to be aware of when dealing with situations where
you’re trying to match one shot to another and you’re wondering why the client
keeps saying that one seems to be brighter or more colorful than the other, even
though your video scopes show that the colors match exactly. In such a situation,
you have a choice. You can “fudge it” by slightly lowering the saturation of the red
box where larger or boosting the saturation of the red box where smaller in order
to make the cut between the two less jarring. Or, you can explain the phenomenon
to the client and point out how this can have a useful impact on the viewer for the
right program, giving close-ups and push-ins more pop for the right cut.
This correlation between size and colorfulness also applies to the overall size of
the image, which relates directly to how big of a display you’re working with. In
Figure 4.135, the same image is shown larger and smaller. Again, to most observers,
the larger image appears to be more colorful, even though they’re identical.
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261
Now, one of the reasons for the careful monitoring practices described in Chapter 2
is to attempt to compensate for this effect via careful surround lighting and appropriate seating distance. For projection, this is also compensated for by the fact that
images are projected with less illumination than from self-illuminated displays
such as LCD, OLED, and Plasma.
However, it’s inarguable that grading on a 20' projection screen is a far different experience than grading on even a 40" display which, perceptually speaking,
is significantly different from grading on a 15" display. Having graded on projection screens and video displays both large and small, I can comfortably say that I
make different decisions about certain adjustments based on the overall size of the
image, which is a good bias to be aware of.
However, another approach to this issue is to grade while keeping in mind the size
of the display viewers will watch your program on. Ideally, matching your grading
suite’s primary display, whether a monitor or projector, to the audience’s experience (living room or theatrical) will enable the best decision making on your part
as you make color adjustments.
COLOR CONTRAST AND COLORFULNESS
Finally, another aspect of the image that affects perceived colorfulness is color
contrast, or how much of a difference there is between individual hues within an
image. Described in much more detail in the following section, contrast of hue is
one aspect of color contrast that makes a big difference between the perceived colorfulness of an image as your client sees it and the level of measured saturation.
Despite whatever measurable similarity in saturation there is, any client will tell
you that an image with a greater range of hues in it will appear to be more colorful
than one with fewer. On that note, let’s take a closer look at color contrast, the different ways it can be expressed, and how you can control it.
CH A P TE R 4
Figure 4.135 When viewing an
image on a larger display, it’s
easy to get an impression of
greater colorfulness than the
same image on a smaller display,
even though both images have
identical saturation.
262
PRIMARY COLOR ADJUSTMENTS
UNDERSTANDING AND CONTROLLING
COLOR CONTRAST
In Chapter 3, we saw how luma contrast contributes to the punchiness, sharpness,
and overall appeal of an image. Within the domain of the chroma component,
color contrast plays a similar role, though perhaps a more nebulous one, in shaping
what the audience sees and how it responds to the various subjects within a scene.
Simply put, color contrast is the amount of differentiation among the various colors
found within an image. The more varied the colors of different elements of the
scene are from one another, the more color contrast there is.
When there is too little color contrast, the result can appear monochromatic, as if
there’s a tint washed over the entire scene. If there’s a high degree of color contrast,
then the variously colored elements of the scene will likely pop out at the audience
with greater distinction.
The significance of color contrast is also supported by research into the contribution
of color to object segmentation—the separation of specific subjects from textures
found in the background and surround of a scene. To quote from “The Contributions
of Color to Recognition Memory for Natural Scenes,” “A possible evolutionary
advantage for color over luminance-based vision may lie, however, in superior segmentation of objects from textured backgrounds.” One would imagine that there’d
be a significant advantage to being able to spot a colorful ripe fruit (or a dangerous predator) among the dense foliage of the forest or jungle where one might have
lived 150,000 years ago.
N OT E
The examples shown in the
following pages all refer to secondary correction techniques
such as HSL Qualification and
hue curves, which are covered
in the next chapter.
One last note: I often run into situations where clients ask me to raise the saturation
even though I feel things are probably as saturated as they ought to be. In these
situations, what usually fixes the problem is finding a way to increase the color contrast in the image by selectively boosting the saturation of a specific hue, rather
than increasing the saturation of the entire image. The following section covers a
variety of different strategies for doing just this.
TYPES OF COLOR CONTRAST
From a creative perspective, Johannes Itten, in his landmark The Art of Color (John
Wiley & Sons, 1961), identified several types of color contrast that are useful to us
as colorists. I highly recommend Itten’s book, which focuses on fine-art examples
from numerous old masters. However, the following sections summarize the primary
categories of color contrast Itten describes with examples that I’ve adapted to the
problems and issues I encounter in real-world scenes in film and video.
It’s worth reflecting that all of these color contrast effects are effective because of
the opponent model of the human visual system described at the beginning of
this chapter. Every color in an image is evaluated relative to the other colors that
UNDERSTANDING AND CONTROLLING COLOR CONTRAST
263
surround it. Whether you’re adjusting the entire scene at once with a primary color
correction or a specific element within the scene via a secondary color correction,
these principles will help you to understand why certain seemingly small adjustments
can “bring the shot alive.”
In the following sections, you’ll also see how you can use the vectorscope to evaluate color contrast of different kinds.
CH A P TE R 4
CONTRAST OF HUE
This is the most fundamental type of color contrast you can control. The tough
thing about hue contrast is that its successful appearance requires deliberate color decisions and placement by both the wardrobe and production design
departments.
In the following example, the art direction and lighting were deliberately monochromatic, to create the atmosphere of a dark, lush nightclub. The result is highly
saturated, but it has low color contrast, since all the hues are within a very narrow
range, as seen in the vectorscope (Figure 4.136).
Figure 4.136 An image with high
saturation but low color contrast.
In the next example, you’ll see an image that’s actually a bit less saturated than the
previous example, but it displays considerably greater color contrast, as seen by the
multiple arms of the vectorscope graph extending in multiple directions from the
center (Figure 4.137).
Figure 4.137 An image with wide
color contrast, showing a variety
of hues.
264
PRIMARY COLOR ADJUSTMENTS
I’m fond of saying during a session that if a range of different colors isn’t in an
image to begin with, I can’t really put them there. That said, there’s often ample
opportunity to tease faint colors that aren’t immediately obvious out of an otherwise dull-looking shot by doing some, or all, of the following:
• Eliminating an excessive color cast from the image to center the shadows and
highlights within the vectorscope and redistribute the various other color spikes of
the vectorscope graph about this center at as many different angles as possible.
• Turning up the saturation of an otherwise desaturated image, pushing all
of the hues within the vectorscope farther out toward the edges, increasing the
distance between each different hue cluster and increasing the color contrast.
• Increasing saturation selectively, bringing as many different colors out of
the background as possible, while perhaps slightly desaturating the dominant
hue. This requires secondary color correction operations covered in subsequent
chapters.
Figure 4.138 has a slight orange color cast (or is it the sunset?), as well as low saturation overall, which gives the impression of low color contrast.
Figure 4.138 Low color contrast
as a result of a color cast and
reduced saturation.
Taking a different tack with this shot to increase the color contrast, you can neutralize
the color cast, turn up the saturation, and use a hue curve operation to tease some
of the already existent reds and oranges out of the newly revealed greens of the
forest in the background. The same hue curve operation lets you tease more blue
out of the sky and the water reflections, all of which gives you a lot of color contrast
and a more polychromatic image (Figure 4.139).
Figure 4.139 Expanding color
contrast by neutralizing the color
cast and selectively increasing saturation to boost a variety of
different hues.
UNDERSTANDING AND CONTROLLING COLOR CONTRAST
265
Looking at the vectorscope, you can see that the graph in Figure 4.139 has become
more centered, has stretched out further, and extends in more directions.
COLD-WARM CONTRAST
CH A P TE R 4
Another type of color contrast is the narrower combination of warm and cool tones,
as opposed to a hodgepodge of different hues. Cold-warm contrast is subtle, realistic
as far as naturally occurring color temperature is concerned, and it frequently
occurs naturally in shots utilizing mixed-light sources. Of course, it doesn’t hurt
if the art directors went out of their way to keep the production colors cool and
warm to reinforce the lighting scheme.
In particular, cold-warm contrast tends to be expressed as the interplay between
the warm hues of human skin tone and background lighting or art direction
choices.
In Figure 4.140, the interior of the van is deliberately bluish, with the result that it
plays against the complexion of the actor to create this kind of contrast.
Figure 4.140 Cold-warm contrast
as a result of art direction.
If you want to add cold-warm contrast to an image that’s otherwise lacking it,
you can try the strategy of making opposing adjustments to the highlights and
midtones of an image using the color balance controls, adding warmth to the highlights, and cooling off the darker midtones and shadows (Figure 4.141).
Figure 4.141 Cold-warm contrast
as a result of lighting.
266
PRIMARY COLOR ADJUSTMENTS
N OT E
You’ll also see an example
of cold-warm contrast later,
when we examine how to
hold out naturalistic skin
tones against dramatically
graded backgrounds. This is
not an endorsement, simply
an observation.
Notice how the warmth of the woman’s highlights makes her stand out from the
bluish background. Meanwhile, the man’s face is still getting its color from the
background illuminant, so he blends in a bit more with the background.
COMPLEMENTARY CONTRAST
It’s well known among painters and designers that placing highly complementary
colors adjacent to one another results in a high-energy interplay between the
two hues.
This type of color contrast is a much more aggressive choice and may require a
correction to eliminate it if the effect is too distracting. On the other hand, you
may go out of your way to create this particular color combination if it’s to the
benefit of the scene; it could go either way.
In Figure 4.142, the baby blue/cyan of the woman’s sweater is in almost perfect
complement to the beige/tans of the surrounding couch (with a little help from a
hue curve operation). The result is that the sweater adds significant color contrast
to the image, even though it’s not really that saturated.
Figure 4.142 Complementary
contrast: The blue sweater is complementary to the beige/warm
couch surrounding it.
You know you’re dealing with complementary contrast when there are two distinct
arms of the vectorscope graph that stretch out in almost opposite directions, as
shown in Figure 4.142.
In Joseph Krakora’s documentary Vermeer: Master of Light (Microcinema, 2009), the
painter’s rendering of blue fabric with yellow highlights is observed to have this
effect. Similarly, Vermeer’s use of colors for shadows that are complementary to
those of the subject casting them has a similar, if more subtle, effect.
In the following example, the yellows in the glass of liquor have been emphasized
to play off the man’s blue shirt, adding visual interest to the shot (Figure 4.143).
UNDERSTANDING AND CONTROLLING COLOR CONTRAST
267
CH A P TE R 4
Figure 4.143 Complementary
contrast. The yellow highlights of
the drink contrast with the blue
of the shirt.
Unfortunately, if excess complementary contrast is in a shot by mistake, the result
can be distracting, so measures may be needed to reduce the amount of contrast
by either selectively shifting the hue or reducing the saturation, of the offending
subject, typically via a secondary color correction of some kind.
In Figure 4.144, the orange basketball in the background just happens to be the
complement of the blue-painted wall. The result is that it sticks out like a sore thumb.
Figure 4.144 Unwanted complementary contrast: The orange
basketball calls attention to itself
when surrounded by the blue wall.
This is an example of a detail you’d probably want to suppress using a secondary
color correction of some kind, either using a hue versus saturation curve to reduce
the oranges in the scene, an HSL Qualification to key the basketball to create a matte
with which to make the adjustment, or a mask/power-window shape to isolate the
basketball if it’s too close to the man’s skin tone to key cleanly.
N OT E
On a related note, this is also an example of a feature that confuses the depth plane of
the shot. Even though the perspective and placement of the basketball clearly positions it
behind the actor, warm colors tend to project forward, while cool colors recede. This reinforces the impression that the basketball is sticking out. This concept will be covered in
greater detail in Chapter 6.
268
PRIMARY COLOR ADJUSTMENTS
SIMULTANEOUS CONTRAST
This type of contrast refers to the effect that a dominant surround or background
color has on an interior subject. More often than not, simultaneous contrast is the
source of problems, rather than the solution.
It’s a difficult phenomenon to show in real-world shots, but the following example
should illustrate. In the following three images (Figure 4.145), the shot has been
modified so that the wall hue is different. Look back and forth among all of the shots.
You may notice that the background color subtly affects the look of the woman.
Figure 4.145 Our perception of
the woman’s face is subtly altered
by the color that surrounds her.
Now consider that the hue of the woman’s face is identical in each of these three
shots, and you can see how simultaneous contrast can often work against you when
you’re trying to match two shots with different backgrounds together. If the reverse
angle in a scene happens to have a dominant color in the background when the
primary angle doesn’t, a face in the foreground may not seem to match the face in
the previous shot, even though they may actually match quite closely!
In these cases, you may actually obtain a better perceptual result by making an
adjustment to correct for the illusion of a color cast, as if it were real (and in fact
it is, to your eye). This is a great example of when numeric accuracy isn’t as important as the perception of accuracy.
CONTRAST OF SATURATION
Even within a more or less monochromatic shot (an abundance of earth tones, for
example), if nothing else, ideally you can at least extract some contrast between
highly saturated and less saturated subjects. This can be a good strategy for helping
differentiate a foreground subject from a background when they’re otherwise muddled together because of a similarity of hue.
269
N OT E
Colorist Joe Owens points out
another common example of
simultaneous contrast getting in the way of a grade. In
a shot with fluffy white clouds
against a saturated blue sky, the
blue can create the perceptual
impression of yellowish clouds,
even though your scopes clearly
show them to be numerically
neutral. The solution is to
throw the clouds a bit toward
blue, introducing a color cast
to eliminate one that doesn’t
actually exist!
In Figure 4.146, the vectorscope shows that the hue of the man and the wall are
virtually identical. However, the man stands out from the background not just
because his complexion is darker but because he’s actually a bit less saturated than
the wall. This contributes to the distinction between the foreground and background elements.
Figure 4.146 Even though the
man’s face is the same hue as the
wall paneling, the differences in
saturation and lightness make him
stand out.
CH A P TE R 4
UNDERSTANDING AND CONTROLLING COLOR CONTRAST
270
PRIMARY COLOR ADJUSTMENTS
Figure 4.147 is similarly monochromatic, with a warm color tone across the entire
frame. The vectorscope graph appears to be an indistinct blob of oranges.
Figure 4.147 In this image with
low saturation contrast, the illuminant of the scene and woman are
in the same range of hue.
To create a bit of distance between the woman in the foreground and the background, you can make a secondary correction to slightly desaturate the background
(but not totally, you want to retain the warmth of the overall lighting), while
increasing the saturation of the woman’s face (just a bit, you don’t want her to look
like she’s got a spray-on tan). You can see the results in Figure 4.148.
Figure 4.148 Reducing saturation in the surrounding scene
and increasing saturation in the
woman’s face increases saturation
contrast in this scene, bringing the
woman more to the foreground.
Just to make a point, no hues were altered in Figure 4.148. The resulting change
is subtle but helps the woman in the foreground stand out a bit more, which adds
some depth to the image and focuses viewer attention on her, both of which are
distinct improvements. Also, notice how the vectorscope graph in Figure 4.148 has
changed from an indistinct blob to a more defined shape pointing in two distinct
directions: reddish/orange and a warm yellow.
UNDERSTANDING AND CONTROLLING COLOR CONTRAST
271
CONTRAST OF EXTENSION
Figure 4.149 The green lamp
reflections, though small, add
color and interest to an otherwise
monochromatic scene.
It’s just a small dash of green, but the fact that it’s completely distinct from the general
range of hues in the rest of the environment means that little bit of green matters
a lot. This is the principle of contrast of extension that matters to us as colorists.
Notice that the difference between contrast of extension and complementary contrast is that contrast of extension can utilize hues that more closely neighbor the
dominant hues within a scene, when viewed on a color wheel. Also, contrast of
extension relies on increased saturation to allow the smaller feature to play off of
the larger scene. Simply having an element of a suitably different hue isn’t enough;
it needs to be vivid enough to catch the viewer’s eye.
With this in mind, there are often seemingly monochromatic scenes where, at second glance, you find that you’re able to pull a little bit of color out of someone’s
shirt, or tie, or a bowl of fruit on a table. Anything that happens to have a bit of
color that you can stretch out, when viewed in the vectorscope, can provide a
way for you to introduce a bit more color contrast to an image that otherwise may
seem flat.
CH A P TE R 4
This final aspect of color contrast can be a lifesaver when you have only a little
bit of differentiating color in an otherwise monochromatic scene. For example,
Figure 4.149 is awash in tans, browns, beiges, and orange, with warm lighting
throughout. The one thing that keeps this image from being chromatically flat is
the reflections of the vivid green lampshades.
272
PRIMARY COLOR ADJUSTMENTS
The following shot is suffused with warm lighting that plays off the wood
doors and the beige medical wallpaper. It’s saturated, but there’s not much pop
(Figure 4.150).
Figure 4.150 Another scene with
low color contrast.
By selectively boosting the color of the man’s tie as much as we can, this little bit
of shimmering blue brings just enough additional color to the image to make it
look more interesting. It also serves to call a little more attention to the man in the
foreground (Figure 4.151).
Figure 4.151 Boosting the color
of the tie, even though it’s a small
element, creates contrast of extension because it stands out from the
dominant hues in the scene.
Adjustments to extend the contrast of a specific element may be as simple as raising
overall saturation. Other times, it’s possible to tease a little more color out of an
element in the frame by using a hue versus saturation curve or by using HSL
Qualification to isolate and saturate a specific feature within the image.
Whatever method you use, remember that a little splash of color can go a long way.
INDEX
621
INDEX
Numbers
animation with legal values
colors in other applications, 585–586
2.2 gamma standard, using with broadcast
displays, 38–39
2.35 gamma standard, using with broadcast
displays, 39
2.4 gamma setting, using with broadcast
displays, 39
2.6 gamma standard, using with broadcast
displays, 39
titles, 584–585
white for importing, 585
area trackers, overcoming issues with, 359
aspect ratio, 44
Assimilate Scratch. See also Scratch Lab
grading application
color sampling, 290
4:2:0 media
image processing pipeline, 300
HSL Qualifications, 299
keyframing in grading UIs, 372
upconverting, 9
4:2:2 chroma-sampled media, 8
5 o’clock shadow, controlling, 459
10 bits per channel, 36
Pre-Blur parameter, 303
Autodesk Smoke vectorscope, 194
autumn colors
enhancing, 505
32-bit processing, 36
hiding, 506–509
2048×1080 digital production standard, 42
4096×2160 digital production standard, 42
problems, 504–509
average distribution of midtones
explained, 93
A
in Histogram, 94
in Waveform Monitor, 95
Adams, Ansel, 420
balancing, 518–519
Safe Color Limiter effect, 590
organizing, 518–519
Safe Color settings, 589
stylizing, 518–519
Safe Color warnings, 589
Adobe Premiere Pro
Broadcast Colors effect, 591
broadcast-safe settings, 591–592
Video Limiter effect, 591–592
Adobe SpeedGrade
contour controls, 336
keyframing in grading UIs, 368–369
normalizing log media, 124
Angelopoulou, Elli, 426
animating grades
animating masks, 361–364
B
B splines, 335
backing up to tape, 77
baked transitions, 384–385
balancing scenes, 517–518
Barco video projectors, 73
Bartleson, C. J., 394, 397–398
Baselight
Curve controls, 107
Dkey 3D keyer, 326–327
IN DEX
adjustments
Avid Media Composer
622
INDEX
Baselight (continued)
broadcast displays
Film Grade operator, 128
2.2 standard, 39
Hue Angle keyer, 276
2.35 standard, 39
Hue Shift grade, 324
2.4 gamma standard, 39
image processing pipeline, 300
2.6 gamma standard, 39
integrated color management, 126
in “dim surround” environments, 39
keyframing in grading UIs, 370–371
gamma standards, 39
sRGB 2.2, 39
Log controls, 230
Matte Curve, 336
normalizing log media, 124–125
broadcast gamut monitoring. See also
gamut displays
Harris digital gamut iris display, 583
Region Graph, 211
Tektronix displays, 580–582
saturation controls, 251
Beck, Suzann, 428
broadcast safe. See also legalizing
Bellantoni, Patti, 176
explained, 549
Bezier curves, 335
and HDR video, 551
bit depth
importance of, 549–550
technical requirements, 550–551
10 bits per channel, 36
32-bit processing, 36
broadcast standard gamma, 38–39
considering, 9–10
broadcast-safe settings
Adobe Premiere Pro, 591–592
in display technology, 36
black, absolute, 137. See also reference black
Avid Media Composer, 588–590
black level
editing applications, 587–588
compressing, 139–140
Final Cut Pro 7, 592–597
contrast ratios, 37–38
Final Cut Pro X, 592
crushing, 139–140
grading applications, 586
Symphony, 588–590
determining, 137–141
lowering midtones, 140–141
BT. 601
raising, 114
EBU standard, 35
standard, 37
RP 145 standard, 35
black point
explained, 93
BT. 709 standard, 6, 35
BT. 1886 gamma, 87
in Histogram, 94
in Waveform Monitor, 95
blemishes, removing, 465
blue skies, 468–469
blue-sensitive S cells, 183
blur manipulation, 283–287
blurring images, 303
BMD film, 11
bounce cards, using for underexposure, 152
C
calibrating displays. See display calibration
CalMAN
ColorChecker website, 52
video calibration software, 55
camera noise, isolating, 137
camera raw. See raw media
camera tracking applications, 361
INDEX
Canon EOS Gamma Curves profile, 12
color adjustments. See primary color
adjustments
CDL grading parameters
color balance
Offset, 215
adjusting, 237
Power, 215
analyzing, 192
Slope, 215
comparing, 527–528
CDLs (Color Decision Lists), grading data
interchange, 14–15
comparing and matching, 531–532
cd/m2 (candelas/meter squared), 41, 162
judging via vectorscopes, 195
Changizi, Mark, 425–427
channel mixer, applying to overexposure,
170–174
correcting, 217–222
vectorscope, 193–194
color balance controls
adjusting using control surfaces, 206
Christie video projectors, 73
Adjustment Amount, 205
chroma
Color Temperature, 205
explained, 181
creative adjustments, 204
and luma, 83, 282
vs. curves, 246–248
chroma levels
in DaVinci Resolve, 205
Chrominance, 558
five-way, 204
guidelines, 558
Gain, 210
illegal, 558–559
Gamma, 210
measuring, 557
Hue Balance Only, 205
spot-checking legality of, 563
keyboard modifiers, 205
chroma sampling, impact on
underexposure, 152–153
Lift, 210
chroma subsampling, 8
Offset and printer points, 211–213
CIE 1931 standard, 33
onscreen interfaces, 203
cinema mastering, digital, 72
overlapping regions, 211
clients. See working with clients
in RGB processing, 210
clips
three-way, 209
luma component, 210
legalizing, 561–562
tonal overlap, 211
rendering for grading, 23
tonal zones, 210
cloud adjustments, 493–496
codecs, raw. vs. “mastering-quality,” 5
using, 203
color balancing
cold-warm color contrast, 265–266
Auto-Balance button, 206–207
color
automatic correction, 207
adding to overexposed areas, 165–167
explained, 207–209
distribution in visible spectrum, 85
manual sampling, 207
on-set, 15
seeing, 83–84
color adaptation, 522
color bars
full-frame, 185
generation of, 186
IN DEX
candela/meter squared (cd/m2), 41, 162
623
624
INDEX
color casts
display-referred, 25–26
creating for effect, 224–228
expectations of audience, 27
eliminating, 203
multi-facility workflows, 26
example, 200
explained, 199
software setup, 53
color management systems
identifying, 197
CalMAN, 55
introducing, 177, 203
LightSpace, 55
neutralizing in highlights, 576
pattern generators, 56
neutralizing in shadows, 576
presence, 195
Truelight, 55
color models
removing, 203
in 3D, 189–190
spotting, 198
defined, 189
color contrast
HSL, 189
cold-warm, 265–266
HSL (HSB), 191
complementary, 266–267
RGB, 189
expanding, 264
RGB vs. Y'CBCR, 190
of extension, 271–272
color of emotion, 424–428
of hue, 263–265
color spaces, defined, 189
of saturation, 269–270
color temperature controls, 237
significance of, 262
color temperatures
simultaneous, 268–269
color control overlap
5400K (D54), 36
6300K, 36
example, 216–217
6500K (D65), 36
five-way, 213–214
9300K (D93), 36–37
highlight, midtone, shadow, 222–224
broadcast standard, 36–37
nine-way, 213–214
consumer televisions, 37
color correction suites
“D” illuminants, 179–180
display surround lighting, 62
D65, 179–180
grading theaters, 60–61
explained, 36, 177
luminance and reference luma, 62
importance of, 177
neutral gray, 61–62
Kelvin measurements, 178–179
surround lighting color temperature,
63
of light sources, 178
surround wall, 61
sunlight, 485
video suites, 60–61
surround lighting, 63
mixed lighting, 178
color correction vs. grades, 536–537
color timing, 512–514
color curves, using, 238–240
color wheel
color management. See also display-referred
color management
broadcast delivery, 27
digital disc delivery, 27
complementary colors, 186–187
hue, 182
saturation, 182
INDEX
color-critical projectors, 72
guidelines, 440
colorfulness
HSL Qualifications, 448–449
adding to skin tone, 460–461
Hue curves, 447–448
and brightness in acquisition, 258
primary correction, 441–443
and color contrast, 261
unifying hue, 452–453
using secondaries, 452–459
controlling, 257–261
component video, notation for, 88
size and, 260–261
composite video, notation for, 181
colorimeters, 55
compressed formats, using, 153
colorists
compressing contrast, 113–114
in editing process, 2
in finishing process, 3
in grading process, 3
compression
broadcast vs. crushed blacks, 140
considering, 9–10
in mastering process, 3
concurrent contrast, 37–38
in preproduction process, 2
contrast. See also midtone contrast
in production process, 2
adjusting log-encoded, 122–128
in VFX (visual effects) process, 3
comparing, 527
color-opponent model, 187–188
compressing, 113–114
colors. See also complementary colors;
primary colors; secondary colors
crushing hair, 446–447
emotional signifiers, 176
evaluating with Waveform Monitor,
95–96
emphasizing with hue curves, 322
during exhibition, 151
intensifying in images, 183
expanding, 110–112
Colour Warper effect, 327–328
explanation, 89–91
complementary colors. See also colors
high, 90
cancellation of, 188
impact on color control response, 92
color-opponent model, 187–188
importance of, 91–92
contrast, 266–267
log controls, 128–131
explained, 186
low, 89
representation in color wheel, 186–187
maximizing in clips, 91
complexion. See also skin tone
raising black level, 114
categories, 411–415
raising highlights, 101
characteristics, 416
and saturation, 254
exposure, 419–422
underexposure, 152
hue, 416–418
lightness, 419–422
removing blemishes, 465
saturation, 418–419
smoothing, 463–465
complexion adjustments
contrast, 443–445
using video scopes, 92–97
contrast adjustments
and Curves control, 286–287
postnormalized, 131
contrast and perception
increasing sharpness, 149–151
surround effect, 147–149
IN DEX
and contrast while grading, 258–260
625
626
INDEX
contrast controls
curves
Control Surface, 104
vs. color balance controls, 246–248
DaVinci Resolve, 109
placing control points on, 120
Exposure, 99
Gain, 100–101
tonally specific color adjustments,
240–243
Gamma, 100
using to legalize RGB, 577–578
interaction among, 101–102
Lift, 98
manipulating, 102–105
Master Offset, 99
using, 108–109
using Offset/Exposure with, 128
contrast evaluation, 97
contrast of saturation, 269–270
contrast ratio
determining with Histogram, 93
simultaneous, 37–38
control points, placing on curves, 120
control surfaces
advantage of, 136
advantages, 79–80
alternatives, 80
components, 78
controls, 78
luma controls, 116
CRI (color rendering index), 63
CRT displays, 42, 44–45
curve adjustments in Quantel Pablo, 239
Curve controls
adjusting, 107
adjusting midtones with, 119–122
advantage, 253
applications, 107
Baselight, 107
contrast adjustment, 286–287
control points, 107
DaVinci Resolve, 107
explained, 106–107
curve corrections making using parade
scope, 244–246
D
“D” illuminants and D65, 179–180
dailies. See digital dailies
DaVinci Resolve
Boolean shape control, 337
color balance controls, 205
Contrast controls, 109
Curve controls, 107
Curves and Lum Mix, 248
grading application, 15
image processing pipeline, 300
keyframing in grading UIs, 367–368
level indicators for color balance, 205
normalizing log media, 124
soft clipping, 578
track grades, 541
tracking controls, 358
vectorscope, 194
Davio hardware LUT, 58
DCDM vs. HD, 72
DCI P3 standard, 35
debayering raw media, 122
depth, creating using gradient shapes, 345
depth control via saturation, 346
depth cues
haze and airlight, 344
hue and saturation, 344
luma, 344
luma and color contrast, 344
occlusion, 344
perspective, 344
relative motion, 344
INDEX
texture and depth of field, 344–345
gamut variations, 35
ITU-R BT. 2020, 35
depth of field, making shallow, 348
display devices, progressive frame, 44
depth perception, controlling, 346–347
display environment, considering, 41
diagonal displays, placement of, 68
display manufacturers, 46
digital cinema mastering, 72
display measurement, 55
digital dailies. See also postproduction
display placement
grading, 13–14
color display, 67
grading applications on set, 15
distance, 68
grading data interchange, 14–15
HD reference, 68
one light vs. best light, 16
room size, 67
raw media, 16–17
display probes
on-set vs. in the suite, 14
colorimeters, 55
syncing, 13
spectroradiometers, 55–56
digital projection
for postproduction, 70–73
video projection, 70–71
digital projection standards
using, 52–53
display surround lighting. See surround
lighting
display technology
2048×1080, 42
bit depth, 36
4096×2160, 42
black level, 37
digital relighting, 350–355. See also lighting
direct connect storage, 76
display calibration
contrast ratio, 37
display-referred color management. See also
color management
3D LUT cubes, 53
consistency, 28
color management systems, 55
explained, 26
colorimeters, 51
signal chain in post, 28
LightSpace CMS, 54
standards compliance, 27–29
probes, 51
displays. See also projectors; video displays
software and probe, 52–53
adjustability, 41–42
by specialists, 51
aspect ratio, 44
spectroradiometers, 51
bandwidth of light sources, 33
verifying, 52
broadcast, 39
display compliance
“cheap” consumer TVs, 50
black level, 37
checking alignment, 52
broadcast, 34–35
CIE 1931 standard, 33
BT. 61 RP 145, 35
comparing, 33, 37–38
BT. 601 EBU, 35
concurrent contrast, 37–38
BT. 709 standard, 35
CRT, 42, 44
DCI P3, 35
diagonal, 68
distribution standards, 34–35
dual, 49–50
IN DEX
stereopsis, 345
627
628
INDEX
displays (continued)
dual-displays, 49–50
failure to match up, 33
Dual-Link SDI video interface, 47
foot-lamberts, 41
DVI (digital visual interface), 49
HD (high-definition) formats, 42
illumination methods, 33
image size, 45
interlacing, 44
IRE setups, 40
LCDs (liquid crystal displays), 29–31
light output, 40–41
E
EBU (European Broadcasting Union), 555
edge manipulation, 283–287
edit detection, automatic, 22
editing applications
broadcast-safe filters, 588
metamerism failure, 33
broadcast-safe settings, 587–588
miscalibrated, 28
multiple LUTs, 50
native resolution, 43
editing process, role of colorists in, 2
edits. See also through edits
effects plug-ins, 21
NTSC resolution, 42
final finishing, 24
OLED (Organic Light Emitting
Diode), 32
isolating unsupported effects, 20
PAL resolution, 42
locking, 18–19
pedestal, 40
moving clips to track V1, 19–20
pillarboxing, 44
preparing for grading, 19–21
speed effects, 20–21
plasma, 31–32
precalibrated, 50–51
eeColor processor hardware LUT, 57
reference luminance setting, 40–41
effects plug-ins, sorting out, 21
reference white settings, 41
emotion, colors of, 424–428
resolution, 42–43
Erode parameter, 285
SD video aspect ratio, 42
evening, differentiating from morning, 487
setting up, 61
evening lighting, 487–491
setups, 40
exposure changes, correcting, 373–375. See
also overexposure; underexposure
web playback, 39
dissolves, using for grade transitions,
383–385
Exposure control, using with contrast, 99
eye. See also visual system
interior cell structure, 84
DITs (digital imaging technicians)
sensitivity to visible spectrum, 85
digital dailies, 13
in preproduction process, 2
in production process, 2
Dkey 3D keyer, 326–327
DLP (Digital Light Processing)
projectors, 34
DN×HD media, recording, 6
DSLR, “shooting flat,” 12
F
faces, adding light to, 340–341
fall colors
enhancing, 505
hiding, 506–509
problems, 504–509
INDEX
feathering
pigments, 496–497
edges, 284–285
and softness, 335–337
629
tips, 498
foliage adjustments
Fettle interface, 316
HSL Qualifications, 500–503
film, BMD, 11
hue curves, 499–500
film format, considering, 4
Ford, Tom, 389
film output, grading for, 551–552
ft-L (foot-lamberts), 41
FilmLight Baselight. See Baselight
Blackboard 2, 78
grading application, 15
film-profiling LUT, creating, 58–60
Final Cut Pro 7
Broadcast Safe filter, 594
broadcast-safe settings, 592–597
choosing colors in, 594
Desaturate, 338
Luminance Limiting, 595–596
Mask Feather, 338
Mask Shape, 338
Mode pop-up menu, 595
Range Check options, 593
Reduce Chroma/Luma slider, 596
RGB Limit filter, 597
RGB Limiting, 597
Saturation Limiting, 596
white processing graphics, 593
Final Cut Pro X broadcast-safe settings, 592
finishing process
and grading, 24
role of colorists in, 3
flagging sets, 352–353
Flanders Scientific
paint formula, 62
technical resources, 33
flesh tone indicators, 423
fluorescent lighting, 180
focus, artificial control of, 347–348
foliage
autumn colors, 504–509
color preferences, 498
G
Gain control
color balance overlap, 216
making color corrections with, 246
manipulating, 104–105
using with contrast, 100–101
gamma
2.2, 38
broadcast standard, 38
BT. 1886, 87
explained, 38
log-encoded, 88–89
modification of luminance, 86–87
normalized, 88–89
resource, 39, 88
video standard, 87
gamma adjustment, 86–87
Gamma control, 102–104
color balance overlap, 216
making color corrections with, 246
manipulating, 104–105
using with color balance, 210
using with contrast, 100
Gamma FAQ, 39
gamma response, 38
gamma standards for broadcast displays, 39
gamut displays. See also broadcast gamut
monitoring
Harris Digital Gamut Iris, 583
Tektronix Arrowhead, 581–582
Tektronix Spearhead, 582
Tektronix Split Diamond, 580–581
IN DEX
FilmLight
630
INDEX
preparing edits for, 19–21
garbage matte, using with HSL
Qualification, 295
Giorgianni, Edward, 257
wide-latitude media, 144–146
grading applications
glow, adding to highlights, 167–169
broadcast-safe settings, 586
“golden-hour” shot, 485
grade animation. See also keyframing in
grading UIs
round-trip workflow, 18
grading applications on set
DaVinci Resolve, 15
artificial lighting changes, 385–389
FilmLight, 15
controls, 365
correcting hue shifts, 375–378
Scratch Lab, 15
grading data interchange
creative, 389–392
camera metadata, 14
grade recycling, 535–536
CDLs (Color Decision Lists), 14
grade transitions
LUTs (lookup tables), 14
baked master media, 384
grading process, role of colorists in, 3
dissolves, 383–385
grading software, limitations of, 387
through edits, 383–385
grading theater
graded master media files, grading, 23
creating, 69–70
graded media, rendering, 23
purpose, 68–69
grades
vs. video suites, 60–61
applying, 537
grading UIs. See keyframing in grading UIs
applying to clips, 541
grading workflows, 540–542
vs. color correction, 536–537
grain and noise, 534–535
constraining, 379–383
graphics with legal values
copying and pasting, 537
colors in other applications, 585–586
creating libraries of, 538
titles, 584–585
dragging and dropping, 537
white for importing, 585
neutral vs. “style,” 540
graticules, role in vectorscopes, 193–194
reusing, 538
gray, neutral, 61–62, 207
saving into bins, 537–538
green, neutralizing, 247
saving into galleries, 537–538
green-sensitive M cells, 183
gradient shapes, using to create depth, 345.
See also shapes
gradients, 333
grouping shots, 539
Guilford and Smith study, 399–400
grading
animating intersecting shapes, 362
H
correcting exposure changes, 373–375
H.264 media, considering, 7, 9
digital dailes, 13–14
hair, crushing via contrast, 446–447
for film output, 551–552
hard drive storage, 76
and finishing, 24
Harris Digital Gamut Iris display, 583
image segmentation strategy, 352
haze, 476–477
importing projects for, 23
HD (high-definition) formats, 42
INDEX
HSL qualification
HDLink Pro hardware LUT, 58
desaturating images, 314–315
HDMI (high-definition multimedia
interface), 47–48
resaturating images, 314–315
HSL Qualification workflow. See also keys
HDR (high dynamic range), RED HDRX
media, 141–143
cropping features from mattes, 295
HDR video and broadcast safe, 551
garbage matte, 295
HD-SDI video interface, 47
making corrections, 296
Highlight control
manipulating keys, 294
defining basic key, 289–291
and normalized media, 131
minimizing aliasing, 294
using, 129–131
refining keys, 292–294
using with color balance, 234–236
sampling images, 291
highlight oversaturation, Waveform
displays, 569–571
highlighting subjects, 338–340
highlights
Shape/Power window for cropping,
295
watching shots play, 294
HSL Qualifications
adding glow to, 167–169
4:2:0 media, 299
average vs. peak, 133
chroma smoothing 4:1:1, 299
clipping, 137
highly compressed footage, 298
controlling, 117
high-quality digital media, 298
desaturating, 577
keys, 297
desaturation regions of, 573–574
keeping, 162
lowering to preserve saturation,
571–572
lowering to retain saturation, 577
neutralizing color casts in, 576
nits, 162
preserving, 354–355
saturation controls, 573
histograms
determining contrast ratio, 93
low-contrast image, 95
RGB, 202
HSB color model, 191
HSL adjustments
using with shapes, 349
HSL qualifier controls
Asymmetrical, 281
Centered, 281
color pickers, 278
eyedroppers, 278
Hue, 281
Luma, 282
manipulating, 281
Saturation, 282
viewing masks while working,
278–280
HSL qualifiers
applying to overexposed
highlights, 168
Hue Shift grade, 324
adjusting elements, 305–306
Vector/Kilovector, 323–324
combinations, 304
HSL color model, 189, 191
combining mattes, 310–313
HSL key, constraining portion of, 349
correcting exclusive areas, 306–307
IN DEX
HD vs. DCDM, 72
631
632
INDEX
HSL qualifiers (continued)
desaturating regions of highlights,
573–574
desaturating regions of shadows,
573–574
lowering, 568
vector controls, 568
Hue Shift grade, using in Baselight, 324
hue shifts
correcting, 375–378
desaturation, 310–313
grading dark regions, 308–309
grading light regions, 308–309
hue and saturation, 304
keyframing grades, 376–378
human vision. See eye; visual system
Hurkman, Margaret, 496, 499
Hussey, Dave, 21
image segmentation, 304–305
isolating elements, 305–306
isolating subjects, 310–313
I
keyers, 277
illuminant
luma and saturation, 304
onscreen interfaces, 275–277
being aware of, 405–406
D65, 179
Range, 280
image balancing, 529–530
shadow contrast, 309–310
vs. shapes, 274
image galleries, using to compare shots,
520–521
in theory, 274–275
image noise. See noise
Tolerance, 280–281
image processing, numeric scales for, 554
image quality
hue
color contrast of, 263–265
colorfulness, 403–404
explained, 182
discriminability, 404–405
representation in color wheel, 182
hypothesis, 493
hue curve adjustments
altering saturation selectively,
321–322
complexion, 447–448
fixing mixed lighting, 321
hue curve controls
judging, 40
image segmentation
process, 304–305
using as grading strategy, 352
image size, considering for displays, 45
images. See shots
comparing, 316–317
importing projects for grading, 23
emphasizing colors, 322
interlacing, 44
Fettle interface, 316
inverting keys, 288–289
Hue vs. Hue, 318, 321
Hue vs. Luma, 319–320
IRE (Institute of Radio Engineers),
millivolts, 96
Hue vs. Saturation, 318–319, 322
IRE setups, using with displays, 40
saturated looks, 322
IS-Mini hardware LUT, 57
hue oversaturation
hue curves, 568
keying, 566–567
Itten, Johannes, 262
ITU-R BT. 2020 recommendation, 35
INDEX
K
CCFL fluorescent, 30
Kelvin measurement, explained, 178–179
RGB LED, 31
keyers
white LED, 30–31
LCDs (liquid crystal displays)
Autodesk Luster Diamond, 327–329
10-bit panels, 29
Colour Warper effect, 327–328
image size, 45
Dkey 3D, 326–327
ND filtration, 30
Modular Keyer, 329
versus OLED displays, 29
RGB, 325
panel sizes, 29
keyframing in grading UIs. See also grade
animation
simultaneous contrast ratios, 38
Adobe SpeedGrade, 368–369
LCoS (Liquid Crystal On Silicon)
projectors, 34
After Effects-style, 365
legalizing. See also broadcast safe
Assimilate Scratch, 372
auto, 365
Baselight, 370–371
clips, 561–562
LUTs (lookup tables), 587
Lift control
correction-wide, 366
color balance overlap, 216
Davinci Resolve, 367–368
manipulating, 102–104
limitations, 366
using with color balance, 210
parameter-level, 366
using with contrast, 98
place and adjust, 365
light, adding to faces, 340–341
scope, 366
light and shadow, drawing, 350–351
keyframing shapes to constrain grades,
379–383
keying process
blurring images, 303–304
boosting contrast, 301
image processing pipeline, 300
noise reduction, 303–304
order of adjustments, 302–303
primary adjustments, 302–303
secondary adjustments, 302–303
keys. See also HSL Qualification workflow
inverting, 288–289
limiting using shapes, 287–288
Kirk, Richard, 58
light sources
color temperatures of, 178
fluorescent, 180
spectrally varied, 180–181
lighting. See also digital relighting;
luminance; mixed lighting; surround
lighting; workspace lighting
depth perception, 346–347
strictly controlled, 75
viewer focus, 346–347
lighting changes
artificial, 385–389
judging timing of, 374
LightSpace
CMS display calibration, 54
color management system, 55
L
DPS website, 52
L cells, red-sensitive, 183
linearizing, 88
LCD backlighting
Livingstone, Margaret, 83, 187
IN DEX
advanced, 325–329
633
634
INDEX
visible spectrum, 85
locking edits, 18–19
log controls
luminous efficiency function, 85
Contrast, 128
Lustre log grading, 229
fine-tuning contrast with, 128–131
LUT calibration
Highlight, 129–131
3D LUT cubes, 53
Midtone, 129–131
film output simulation, 58–60
Offset/Exposure, 128
LightSpace CMS, 54
Shadow, 129–131
process, 52–53
resource, 58
Log grade, continuing after, 236–237
Log grading, 124, 229–231
LUT cubes, 59
log media
LUT files, generating, 52
normalizing, 123–128
LUT generation, 55
normalizing manually, 126–128
LUTs (lookup tables)
log vs. normalized media, 10–11
getting for media, 125
log-encoded contrast, adjusting, 122–128
grading data interchange, 14
log-encoded media, normalizing, 88–89
legalizing, 587
log-to-lin function, 88
loading, 50
LTO (Linear Tape-Open) backups, 77
normalizing log media with, 123–124
Lum Mix, using in DaVinci Resolve, 248
role in preproduction, 2
transformation process, 59
luma. See also RGB luma adjustments
and chroma, 83, 282
LUTs using hardware
display on Waveform Monitor, 86
Davio, 58
Histogram, 93
eeColor processor, 57
vs. luminance, 86–87
HDLink Pro, 58
in RGB color model, 88
IS-Mini, 57
showing on Waveform Monitor, 95–96
Lumagen Radiance, 58
soft clipping for, 578–579
Pandora Pluto, 57
in Y'CBCR, 88
Truelight SDI, 57
luma controls via control surfaces, 116
luma curve controls
vs. saturation, 575
using, 106–107
luma spikes, 134
Lumagen Radiance hardware LUT, 58
luminance. See also lighting
considering for displays, 40–41
deriving from things seen, 85
linear representation of, 39
vs. luma, 84–85
modification by gamma, 86–87
M
M cells, green-sensitive, 183
Madden, Madden, 257
magenta, response to, 228–229
Magic Lantern project, 5, 7
makeup, applying to skin, 410–411
Maschwitz, Stu, 12
masked corrections, manual, 338
masks
animating, 361–364
tracking, 356–360
INDEX
Master Offset control, using with
contrast, 99
Midtone control
and normalized media, 131
master render, final finishing, 24
using, 129–131
master shots, using, 517. See also shots
mastering process, role of colorists in, 3
using with color balance, 234–236
midtones
“mastering-quality” codecs, considering, 5
adjusting using Curve control,
119–122
matching shots. See shots
maintaining for legalized whites,
134–136
mattes
blending modes, 312
combining, 310–313
Mie scattering, 476
composite modes, 312
millivolts, 96
inverting, 313
mixed lighting, fixing. See also lighting
transfer modes, 312
Mocha, features of, 359–360
media. See also recording formats; widelatitude media
635
monitors. See displays
4:2:2 chroma-sampled, 8
monochrome images, RGB channels for,
184
DN×HD, 6
morning, differentiating from evening, 487
high-quality, 21
morning lighting, 484–486
log vs. normalized, 10–11
Most, Mike, 231
log-encoded, 6
motion tracking system
area trackers, 359
offline, 22
preparing, 21–22
point-based, 356
reconforming, 22
MXF media, considering, 6
upconverting 4:2:0, 9
memory colors
affective value chart, 399
audience preferences, 407
color preference, 398–401
cultural variation in preference, 401
explained, 394–395
Guilford and Smith study, 399–400
illuminant, 405–406
image quality, 403–405
impact on secondary corrections,
396–397
“naturalness constraint,” 402
vs. original colors, 397–398
metamerism failure in displays, 33
midtone contrast, redistributing, 117–119.
See also contrast
N
ND (neutral density) filtration, 30
NEC video projectors, 73
The Negative, 420
neutral gray
achieving, 61–62
finding in clips, 207
noise
dealing with, 158–159
and grain, 534–535
seeing, 155
noise reduction plug-ins
Dark Energy, 159
DeGrain, 159
DE:Noise, 159
Neat Video, 159
IN DEX
memories, using to compare shots, 520–521
636
INDEX
noise reduction plug-ins (continued)
lack of image detail, 161
PFClean, 159
lowering highlights, 161
RemGrain, 159
RAW formats, 164
RE:Vision Effects, 159
rebuilding clipped channels,
170–174
normalization and saturation, 128
windows, 163
normalized gamma, 88–89
normalized vs. log media, 10–11
oversaturation. See also saturation
fixing with vectorscope, 563–568
normalizing
spotting with vectorscope, 563–568
log media, 123–128
log media manually, 126–128
Owens, Joe, 269
NTSC
vs. PAL, 96
resolution, 42
vectorscope graticule, 193
P
paint formula, resource for, 62
PAL
resolution, 42
O
vs. NTSC, 96
occlusion, 344
Pandora Pluto hardware LUT, 57
Offset color balance, adjusting, 231–234
parade scope
Offset control
manipulating, 104–105
and printer points, 211–213
controlled curve corrections,
244–246
using, 197
Offset/Exposure, using with Contrast
controls, 128
pattern generators, 56
OLED (Organic Light Emitting Diode)
displays
perspective, 344
peak highlights, clipping, 137
pillarboxing, 44
expense, 32
Pivot controls, 108–109
versus LCDS, 29
Planck’s law, 178–179
off-axis viewing, 32
plants. See foliage
simultaneous contrast ratios, 38
plasma displays
warm-up period, 32
ABL (auto brightness limiter), 31–32
on-set color, using, 15
advantage, 31–32
ovals, 333
calibration, 31
overexposure. See also exposure changes;
underexposure
image size, 45
adding color, 165–167
simultaneous contrast ratios, 38
portraiture. See also skin tone
adding glow to highlights, 167–169
lighting and evaluation, 429–430
dealing with, 160–161
rendering detail, 438–439
film transferred to video, 163
studying Rembrandt, 439–440
highlight detail, 160
value combined with hue, 434–438
keeping highlights, 162
value in portraits, 431–433
INDEX
postproduction. See also digital dailies
debayering, 16–17, 122
digital projection, 70–73
demosaiced, 5
syncing digital dailies, 13
digital dailies, 16–17
Pourtois, Gilles, 175
disadvantages, 5
Poynton, Charles, 38, 85
vs. “mastering-quality” codecs, 5
preproduction process, role of colorists
in, 2
Rayleigh scattering, 468, 476
primary color adjustments
transcoding workflows, 16–17
Rec.709 video, 6
chroma, 181
reconforming, explained, 22
color temperatures, 177–181
recording formats. See also media
hue, 182
bit depth, 9–10
object identification speed, 175
chroma subsampling, 8
saturation, 182–183
codecs, 5
primary colors, 183. See also colors
compression, 9–10
printer points and Offset control, 211–213
DCDM standards, 60
probes. See display probes
film, 4
production process, role of colorists in, 2
H.264 media, 7, 9
progressive frame, 44
log vs. normalized media, 10–11
projection. See digital projection
QuickTime or MXF media, 6
projectors. See also displays
“shooting flat,” 11–12
color temperatures for, 36–37
color-critical, 72
installing, 74–75
637
SMPTE Recommended Practice
document, 60
rectangles, 333
projector-to-screen distance, setting, 75
RED HDRX media, 141–143
Prolost Flat profile, 12
REDLog Film standard, 10
reference black, 556–557. See also black
Q
QC (quality control) issues, 560–561
reference images, using to compare shots,
520–521
Quad-Link video interface, 47
reference white. See also white level
Quantel Pablo, curve adjustments, 239
QuickTime media, considering, 6
vs. diffuse white, 555
explained, 555
relative motion, 344
Rembrandt, studying, 439–440
R
RAW formats
overexposure options, 164
wide-latitude cameras shooting, 143
raw media
advantages, 5
debayered, 5
rendering
clips, 23
graded master media files, 23
graded media, 23
pictures, 38
IN DEX
red-sensitive L cells, 183
638
INDEX
resolutions
rotoscoping
acquisition formats, 43
explained, 362
digital cinema, 42
tips, 363–364
mastering formats, 43
UHDTV, 43
resources. See also websites
broadcast standard gamma, 38
gamma, 39, 88
Gamma FAQ, 39
HDMI specification, 48
LUT calibration, 58
paint formula for neutral gray, 62
RGB (Red, Green, Blue)
legalizing using curves, 577–578
soft clipping for, 578–579
RGB channels for monochrome
images, 184
RGB color model
explained, 189
luma in, 88
vs. Y'CBCR color models, 190
RGB histograms, 202
RGB keyers, using, 325
RGB levels, 559
RGB Lift, making corrections with, 246
RGB luma adjustments, 114–116. See also
luma
RGB numeric encoding
S
S cells, blue-sensitive, 183
saturated vs. bright, 259
saturation. See also oversaturation
adjustments, 249
altering in tonal ranges, 313–315
analyzing with Waveform Monitor,
249–250
boosting, 256
clipping thresholds, 564
comparing, 528–529
and contrast, 254
contrast of, 269–270
enriching, 253–256
explained, 182
increasing, 183
increasing selectively, 264
isolating offending hue, 564–566
judging using vectorscopes, 196–197
vs. luma curves, 575
preserving, 571
representation in color wheel, 182
retaining, 577
methods, 554
split-screen test pattern, 249
and Y'CBCR, 93
turning down, 564
RGB Parade Scope
aligning blacks of images, 201
color channels and waveforms, 199
using for depth control, 346
Waveform Monitor, 569–571
saturation controls
color space legality, 575–576
highlights and shadows, 573
reading graphs, 198–200
targeted, 251–253
vs. RGB overlay, 201–202
using, 250–251
using, 197–202
scene matching, 542–548
video clips, 198
scenes
Rossion, Bruno, 175
balancing, 517–518
master shots, 517–518
INDEX
ScopeBox vectorscope, 194
scopes, outboard vs. built-in, 77–78.
See also vectorscopes
ovals, 333
rectangles, 333
shape-limited corrections, creating, 338
shapes. See also gradient shapes
Scratch Lab grading application, 15.
See also Assimilate Scratch
adjusting, 334
screens
Bezier curves, 335
B splines, 335
choosing, 73–74
blurring matte edges, 334
frames, 74
Boolean control, 337
gain, 73
constraining movement, 334
installing, 73–74
custom, 334–335, 337
Lambertian, 73
drawing mode, 335
matte black masking system, 74
feathering, 335–337
setting distance from projector, 75
flagging sets, 352–353
sizes, 74
handles, 334
SDI (serial digital interface), 47
highlighting subjects, 338–340
secondary colors. See also colors
vs. HSL qualifiers, 274
explained, 185
inverting and combining, 337
impact of memory colors on,
396–397
keyframing to constrain grades,
379–383
segmenting images. See image
segmentation
sets, flagging, 352–353
shadow and light, drawing, 350–351
Shadow control
and normalized media, 131
using, 129–131
using with color balance, 234–236
shadow oversaturation, Waveform displays,
569–571
shadow saturation, comparing, 257
shadows
adding by compositing, 343
deepening, 341–342
desaturating, 577
desaturation regions of, 573–574
neutralizing color casts in, 576
saturation controls, 573
shape manipulation, 332
shape UI and controls
gradients, 333
and motion, 355–356
preserving highlights, 354–355
resizing, 334
softness, 335–337
tracking masks, 356–360
using to limit keys, 287–288
using with HSL Qualification, 349
sharpness, increasing perception of,
149–151
Shaw, Steve, 12
“shooting flat,” 11–12
shots. See also master shots
checking for exceptions, 529
client requests, 533
closeness of matching, 533–534
comparing color balance, 527–528
comparing contrast, 527
comparing saturation, 528–529
comparing using still stores, 520–521
comparing using video scopes,
530–532
IN DEX
schedule, adhering to, 548
639
640
INDEX
shots (continued)
copying forward, 457–458
comparing visually, 520
faking sunburn, 466–468
evaluating whole images, 533
I-bars, 423
full frame stills, 522
ideals, 407–408
grouping, 539
keying, 449
image balancing, 529–530
lighting and evaluation, 429–430
matching, 520
orange and teal, 456–457
multiclip viewing, 525
overdoing qualifications, 450
multiple playheads, 524
overprotected, 457
noise and grain, 534–535
oversaturation, 457
secondary corrections, 534
in-phase axis line, 423
split-screen comparisons, 522–523
preferences, 450–452
storyboard modes, 525–526
vectorscopes, 531–532
protecting from adjustments,
453–456
Waveform Monitor, 530–531
tanning, 423
Shrink parameter, 285
value in portraits, 431–433
simultaneous color contrast, 268–269
zones, 420
simultaneous contrast ratios, 37–38
sky adjustments
HSL Qualifications, 480–482
skies
brightness, 471
hue curves, 477
clear blue, 468–469
vignettes, 482–483
color and camera position, 472
sky effects
as gradients, 468
clouds, 475–476
hues, 470–471
haze, 476–477
Mie scattering, 476
sunsets, 473–474
Rayleigh scattering, 468, 476
sky gradient, angle of, 472
saturation, 471
sky manipulation
graduated neutral density filters, 477
skin
applying makeup to, 410–411
polarizer filters, 477
creating glossy highlights, 461–462
S-Log and S-Log2 media, 10–11
physiological responses, 428
soft clipping
reducing unwanted shine, 462–463
for luma, 578–579
spectral reflectance, 426
for RGB, 578–579
skin color, source of, 409–410
softness and feathering, 335–337
skin tone. See also complexion; portraiture
spectroradiometers, 55
5 o’clock shadow, 459
speed effects, managing, 20–21
accentuating blush, 460–461
SpeedGrade
adding colorfulness, 460–461
contour controls, 336
amount of correction, 450
keyframing in grading UIs, 368–369
color of emotion, 424–428
normalizing log media, 124
INDEX
sRGB 2.2 standard, using with broadcast
displays, 39
641
Symphony
Safe Color Limiter effect, 590
still stores, using to compare shots,
520–521
Safe Color settings, 589
Safe Color warnings, 589
stills, toggling off and on, 522
Stone, Maureen C., 84, 188
storage technology, 76
T
Storaro, Vittorio, 343
Tangent Devices Element control panel,
102–104
modes, 525–526
tanning skin, 423
using to compare shots, 520–521
tape backup, 77
stylistic adjustments, managing, 540
Technicolor Cinestyle profile, 12
subjects
Tektronix gamut displays
highlighting, 338–340
Arrowhead, 581–582
isolating with desaturation,
310–313
Spearhead, 582
vignettes, 338–340
Split Diamond, 580–581
Tektronix video scopes, 196
subtractive model, 185
“temp love” phenomenon, 21
sun, morning vs. evening, 487
sunburn, faking, 466–468
through edits, using for grade transitions,
383–385. See also edits
sunlight
titles, importance of, 584–585
changing quality of, 484–486
tonality
explained, 83
color temperature of, 485
linear distribution, 86
sunrise, qualities of lighting, 486
sunset skies
tracking masks, 356–360
creating, 493
transients, eliminating, 576
enhancing, 491–493
trees. See foliage
sunsets
Truelight
examples, 473–474
film color management system, 55
and morning lighting, 484–486
SDI hardware LUT, 57
qualities of lighting, 486
super white, 93
surround lighting. See also lighting
color accuracy, 63
color temperature, 63
CRI (color rendering index), 63
displays, 62
recommendations, 63
selecting fixtures, 63
surround wall, using with displays, 61
U
UHDTV resolution, 43
ultra HD resolution, 43
underexposed clips
excessive noise, 155–158
handling, 155–158
oversaturation, 155–158
shadow detail, 155–158
IN DEX
storyboards
642
INDEX
underexposure. See also exposure changes;
overexposure
SDI (serial digital interface), 47
Y'PBPR, 46–47
bounce cards, 152
video legalizers, 81
chroma sampling, 152–153
video noise, 159
comparing adjustments, 153–155
video output interface, 77
dealing with, 152
video projection
advantages, 70
disadvantages, 71
V
vampirism, faking, 466–468
Varis, Lee, 451
vectorscopes. See also scopes
analyzing color balance with, 193–194
Autodesk Smoke, 194
comparing shots, 531–532
DaVinci Resolve, 194
fixing oversaturation, 563–568
judging color balance with, 195
judging saturation, 196–197
ScopeBox, 194
spotting oversaturation, 563–568
traces vs. scatter graphs, 195
VFX (visual effects) process, role of
colorists in, 3
video characteristics
DLP projectors, 34
LCoS (Liquid Crystal On Silicon), 34
Quad-Link, 47
video projectors
Barco, 73
choosing, 71–72
Christie, 73
image size, 45
NEC, 73
vendors, 72–73
video scopes
comparing shots, 530–532
evaluating contrast, 92–97
gaps in, 112
Histogram, 93–94
outboard, 96
average distribution of midtones,
93–95
signal filtering, 576
black point, 93–95
Tektronix, 196
white point, 93–95
super white, 93
video signals
video displays, color temperatures for,
36–37. See also displays
chroma levels, 557–559
video gamma standard, 87
EBU (European Broadcasting
Union), 555
video images altering and improving,
91–92
video interfaces
DisplayPort, 48–49
Dual-Link SDI, 47
converting, 49
examining, 96
gamut checking scopes, 560
measuring Y'CBCR numeric encoding,
552–553
HDMI (high-definition multimedia
interface), 47–48
reference black, 556
HD-SDI, 47
RGB levels, 559
recommendations, 46
RGB numeric encoding, 554
reference white, 554–555
INDEX
standards, 552
white guidelines for titles, 556
white level. See also reference white
average highlights, 133
video suites vs. grading theaters, 60–61
choosing maximum, 133
viewer focus, controlling, 346–347
determining, 131–133
vignetted subjects, emphasizing, 340
vignettes
peak highlights, 133
white point
creating, 338–340
explained, 93
using with sky gradients, 482–483
in Histogram, 94
visible spectrum, 85
visual system. See also eye
native, 179
in Waveform Monitor, 95
cone cells, 187
“white spot,” setting up in workspace, 65
processing color signals, 175
wide-latitude media. See also media
sensitivity of, 86–87
643
clipping image detail, 146
compressing highlights, 145
compressing shadows, 145
W
segmenting images, 145–146
analyzing saturation with, 249–250
comparing shots, 530–531
FLT setting for saturation, 249–250
shapes for segmenting images,
145–146
windows for segmenting images,
145–146
luma display on, 86
windows, dealing with, 163
monitoring saturation, 569
workflows
showing luma on, 95–96
websites. See also resources
camera raw transcoding, 16–17
flexibility, 18–19
CalMAN ColorChecker, 52
grading, 540–542
Canon EOS Gamma Curves profile, 12
HSL qualification, 289–296
Davio, 58
round-trip, 18
display probes, 56
working with clients
eeColor processor hardware LUT, 57
first day, 515–516
Flanders Scientific technical
resources, 33
scheduling reviews, 516
HDLink Pro, 58
IS-Mini hardware LUT, 57
scheduling revisions, 516
supervision, 515
workspace lighting. See also lighting
LightSpace DPS, 52
ambient fixtures, 65
Lumagen Radiance, 58
ambient room, 65–66
Pandora Pluto hardware LUT, 57
decor, 66
Prolost Flat profile, 12
furniture, 66
Technicolor Cinestyle profile, 12
intensity, 64–65
Truelight film color management
system, 55
location, 64
Truelight SDI hardware LUT, 57
“white spot,” 65
IN DEX
Waveform Monitor
644
INDEX
Y
Y'CBCR
luma in, 88
RGB numeric encoding, 93
vs. Y'PBPR, 47
Y'CBCR luma adjustments, 114–116
Y'CBCR notation, 181
Y'CBCR numeric encoding, measuring,
552–553
Y'CBCR vs. RGB color models, 190
Yendrikhovskij, Sergej N., 402
Y'PBPR notation, 181
Y'PBPR video interface, 46–47
Z
zombies, faking, 466–468
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