Color User Manual (En)
Color User Manual (En)
Color User Manual (En)
User Manual
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Contents
3
104 Relinking Media
105 Importing Media Directly into the Timeline
106 Compatible Media Formats
112 Moving Projects from Color to Final Cut Pro
114 Exporting EDLs
115 Reconforming Projects
115 Converting Cineon and DPX Image Sequences to QuickTime
117 Importing Color Corrections
118 Exporting JPEG Images
4 Contents
Chapter 9 207 The Primary In Room
207 What Is the Primary In Room Used For?
208 Where to Start in the Primary In Room?
210 Contrast Adjustment Explained
212 Using the Primary Contrast Controls
222 Color Casts Explained
224 Using Color Balance Controls
234 The Curves Controls
245 The Basic Tab
249 The Advanced Tab
251 Using the Auto Balance Button
252 The RED Tab
Contents 5
334 Using the Copy Grade and Paste Grade Memory Banks
334 Setting a Beauty Grade in the Timeline
335 Disabling All Grades
336 Managing Grades in the Shots Browser
343 Managing a Shot’s Corrections Using Multiple Rooms
6 Contents
411 Playback and Navigation
412 Grade Shortcuts
413 Timeline-Specific Shortcuts
413 Editing Shortcuts
414 Keyframing Shortcuts
414 Shortcuts in the Shots Browser
414 Shortcuts in the Geometry Room
414 Still Store Shortcuts
415 Render Queue Shortcuts
Contents 7
Welcome to Color
Preface
Welcome to the world of professional video and film grading and manipulation using
Color.
About Color
Color has been designed from the ground up as a feature-rich color correction environment
that complements a wide variety of post-production workflows, whether your project is
standard definition, high definition, or a 2K digital intermediate. If you've edited a program
using Final Cut Pro, it's easy to send your program to Color for grading and then send it
back to Final Cut Pro for final output. However, it's also easy to reconform projects that
originate as EDLs from other editing environments.
9
All of these tools are divided among eight individual “rooms” of the Color interface,
logically arranged in an order that matches the workflow of most colorists. You use Color
to correct, balance, and create stylized “looks” for each shot in your program as the last
step in the post-production workflow, giving your programs a final polish previously
available only to high-end facilities.
Additional Resources
The following websites provide general information, updates, and support information
about Color, as well as the latest news, resources, and training materials.
Color Website
For more information about Color, go to:
• http://www.apple.com/finalcutstudio/color
To better learn how Color works, it’s important to understand the overall color correction
process and how images work their way through post-production in standard definition
(SD), high definition (HD), and film workflows.
If you’re new to color correction, the first part of this chapter provides a background in
color correction workflows to help you better understand why Color works the way it
does. The second part goes on to explain color and imaging concepts that are important
to the operation of the Color interface.
When color correcting a given program, you’ll be called upon to perform many, if not all,
of the tasks described in this section. Color gives you an extensive feature set with which
to accomplish all this and more. While the deciding factor in determining how far you
go in any color correction session is usually the amount of time you have in which to
work, the dedicated color correction interface in Color allows you to work quickly and
efficiently.
Every program requires you to take some combination of the following steps.
13
Stage 1: Correcting Errors in Color Balance and Exposure
Frequently, images that are acquired digitally (whether shot on analog or digital video,
or transferred from film) don’t have optimal exposure or color balance to begin with. For
example, many camcorders and digital cinema cameras deliberately record blacks that
aren’t quite at 0 percent in order to avoid the inadvertent crushing of data unnecessarily.
Furthermore, accidents can happen in any shoot. For example, the crew may not have
had the correctly balanced film stock for the conditions in which they were shooting, or
someone may have forgotten to white balance the video camera before shooting an
interview in an office lit with fluorescent lights, resulting in footage with a greenish tinge.
Color makes it easy to fix these kinds of mistakes.
Stage 2: Making Sure That Key Elements in Your Program Look the Way They Should
Every scene of your program has key elements that are the main focus of the viewer. In
a narrative or documentary video, the focus is probably on the individuals within each
shot. In a commercial, the key element is undoubtedly the product (for example, the label
of a bottle or the color of a car). Regardless of what these key elements are, chances are
you or your audience will have certain expectations of what they should look like, and
it’s your job to make the colors in the program match what was originally shot.
When working with shots of people, one of the guiding principles of color correction is
to make sure that their skin tones in the program look the same as (or better than) in real
life. Regardless of ethnicity or complexion, the hues of human skin tones, when measured
objectively on a Vectorscope, fall along a fairly narrow range (although the saturation
and brightness vary). Color gives you the tools to make whatever adjustments are
necessary to ensure that the skin tones of people in your final edited piece look the way
they should.
When edited together, these changes in color and lighting can cause individual shots to
stand out, making the editing appear uneven. 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.
This is commonly referred to as scene-to-scene color correction.
With color correction, you can control whether your video has rich, saturated colors or a
more muted look. You can make your shots look warmer by pushing their tones into the
reds, or make them look cooler by bringing them into the blues. You can pull details out
of the shadows, or crush them, increasing the picture’s contrast for a starker look. Such
subtle modifications alter the audience’s perception of the scene being played, changing
a program’s mood. Once you pick a look for your piece, or even for an individual scene,
you can use color correction to make sure that all the shots in the appropriate scenes
match the same look, so that they cut together smoothly.
Optimistically, the process of color correction can be seen as extending and enhancing
the vision of the producer, director, and director of photography (DoP) as it was originally
conceived. Often, the DoP gets personally involved during the color correction process
to ensure that the look he or she was trying to achieve is perfected.
At other times, the director or producer may change his or her mind regarding how the
finished piece should look. In these cases, color correction might be used to alter the
overall look of the piece (for example, making footage that was shot to look cool look
warmer, instead). While Color provides an exceptional degree of control over your footage,
it’s still important to start out with clean, properly exposed footage.
Usually, the colorist running the film transfer session performs some level of color
correction to ensure that the editor has the most appropriate picture to work with. The
goals of color correction at this stage usually depend on both the length of the project
and the post-production workflow that’s been decided upon.
• Short projects, commercials, spots, and very short videos may get a detailed color
correction pass right away. The colorist will first calibrate the telecine’s own color
corrector to balance the whites, blacks, and color perfectly. Then the colorist, in
consultation with the DoP, director, or producer, will work shot by shot to determine
the look of each shot according to the needs of the project. As a result, the editor will
be working with footage that has already been corrected.
• Long-form projects such as feature-length films and longer television programs probably
won’t get a detailed color correction pass right away. Instead, the footage that is run
through the telecine will be balanced to have reasonably ideal exposure and color for
purposes of having a good image for editing, and left at that. Detailed color correction
is then done at another stage.
• Projects of any length that are going through post-production as a digital intermediate
are transferred with a color correction pass designed to retain the maximum amount
of image data. Since a second (and final) digital color correction pass is intended to be
performed at the end of the post-production process, it’s critical that the image data
is high quality, preserving as much highlight and shadow detail as possible. Interestingly,
since the goal is to preserve the image data and not to create the final look of the
program, the highest-quality image for grading may not be the most visually appealing
image.
Three main attributes affect the quality of media used in a program, all of which are
determined when the footage is originally captured or transferred prior to Color import:
• The type and level of compression applied to the media
• The bit depth at which it’s encoded
• The chroma subsampling ratio used
For color correction, spatial and temporal compression should be minimized, since
compression artifacts can compromise the quality of your adjustments. Also, media at
higher bit depths is generally preferable (see Bit Depth Explained).
Most importantly of all, high chroma subsampling ratios, such as 4:4:4 or 4:2:2, are
preferred to maximize the quality and flexibility of your corrections. There’s nothing
stopping you from working with 4:1:1 or 4:2:0 subsampled footage, but you may find
that extreme contrast adjustments and smooth secondary selections are a bit more
difficult to accomplish with highly compressed color spaces.
The process of controlling the color of individual shots and doing scene-to-scene color
correction is accomplished with three controls to individually adjust the amount of red,
green, and blue light that exposes the film, using a series of optical filters and shutters.
Each of the red, green, and blue dials is adjusted in discrete increments called printer
points (with each point being a fraction of an f-stop, the scale used to measure film
exposure). Typically there’s a total range of 50 points, where point 25 is the original neutral
state for that color channel. Increasing or decreasing all three color channels together
darkens or brightens the image, while making disproportionate adjustments to the three
channels changes the color balance of the image relative to the adjustment.
The machine settings used for each shot can be stored (at one time using paper tape
technology) and recalled at any time, to ease subsequent retiming and adjustments, with
the printing process being automated once the manual timing is complete. Once the
intermediate print has been exposed, it can be developed and the final results projected.
Camera Negative Conform Negative Optical Color Timing Final Film Print
While this system of color correction may seem cumbersome compared to today’s digital
tools for image manipulation, it’s an extremely effective means of primary color correction
for those who’ve mastered it.
Note: Color includes printer points controls for colorists who are familiar with this method
of color correction. For more information, see The Advanced Tab.
Note: If the final master tape is color corrected, the colorist must carefully dissolve and
wipe color correction operations to match video dissolves and wipes happening in the
program.
Either way, the video signal is run through dedicated video color correction hardware
and software, and the colorist uses the tape’s master timecode to set up and preserve
color correction settings for every shot of every scene.
The evolution of the online video color correction suite introduced many more tools to
the process, including separate corrections for discrete tonal zones, secondary color
correction of specific subjects via keying and shapes controls, and many other creative
options.
Using the cut list, the post-production supervisor pulls only the film negative that was
actually used in the edit. Since this is usually a minority of the footage that was originally
shot, the colorist now has more time (depending on the show’s budget, of course) to
perform a more detailed color correction pass on the selected footage that will be
assembled into the final video program during this final telecine pass.
Although this process might seem redundant, performing color correction directly from
the film negative has several distinct advantages. Since film has greater latitude from
black to white than video has, a colorist working straight off the telecine potentially has
a wider range of color and exposure from which to draw than when working only with
video.
After the conclusion of the second color correction pass, the color-corrected selects are
reassembled to match the original edit, and the project is mastered to tape.
Incidentally, even if you don’t intend to color correct your program in the telecine suite,
you might consider retransferring specific shots to make changes that are easier or of
higher quality to make directly from the original camera negative. For example, after
identifying shots you want to retransfer in your Final Cut Pro sequence, you can use
Cinema Tools to create a selects list just for shots you want to optically enlarge, speeding
the transfer process.
Color provides many of the same high-end color correction tools on your desktop that
were previously available only in high-end tape-to-tape and telecine color correction
suites. In addition, Color provides additional tools in the Color FX room that are more
commonly found in dedicated compositing applications, which give you even more
detailed control over the images in your program. (For more information, see The Color
FX Room.)
Color has been designed as a color correction environment for both film and video. It’s
resolution-independent, supporting everything from standard definition video up to 2K
and 4K film scans. It also supports multiple media formats and is compatible with image
data using a variety of image sequence formats and QuickTime codecs.
Color also has been designed to be incorporated into a digital intermediate workflow.
Digital intermediate refers to a high-quality digital version of your program that can be
edited, color corrected, and otherwise digitally manipulated using computer hardware
and software, instead of tape machines or optical printers.
Editors, effects artists, and colorists who finish video programs in a tapeless fashion have
effectively been working with digital intermediates for years, but the term usually describes
the process of scanning film frames digitally, for the purposes of doing all edit conforming,
effects, and color correction digitally. It is then the digital image data which is printed
directly to film or compiled as a file for digital projection.
Finishing film or video programs digitally frees colorists from the limitations of film and
tape transport mechanisms, speeding their work by letting them navigate through a
project as quickly as they can in a nonlinear editing application. Furthermore, working
with the digital image data provides a margin of safety, by eliminating the risk of scratching
the negative or damaging the source tapes.
Color has been designed to work hand in hand with editing applications like Final Cut Pro;
Final Cut Pro takes care of input, editing, and output, and Color allows you to focus on
color correction and related effects.
Project and media format flexibility means that Color can be incorporated into a wide
variety of post-production workflows. For an overview of different color correction
workflows using Color, see Color Correction Workflows.
More typically, you’ll see these ratios expressed as digital percentages in the Color Parade
scope or Histogram. For example, if all three color channels are 0%, the pixel is black. If
all three color channels are 50%, the pixel is a neutral gray. If all three color channels are
100% (the maximum value), the pixel is white.
Animation (an older, 8-bit codec) and Apple ProRes 4444 (a newer 10-bit codec) are the
two most commonly used RGB QuickTime codecs. In digital intermediate workflows,
RGB-encoded images are typically stored as uncompressed DPX or Cineon image
sequences.
Note: This scheme was originally created so that older black-and-white televisions would
be compatible with the newer color television transmissions.
It’s important to be aware of the advantages of higher chroma subsampling ratios in the
color correction process. Whenever you’re in a position to specify the transfer format with
which a project will be finished, make sure you ask for the highest-quality format your
system can handle. (For more information about high-quality finishing codecs, see A
Tape-Based Workflow.)
Furthermore, it’s common to use chroma keying operations to isolate specific areas of
the picture for correction. This is done using the HSB qualifiers in the Secondaries room.
(For more information, see Choosing a Region to Correct Using the HSL Qualifiers.) These
keying operations will have smoother and less noisy edges when you’re working with
4:2:2 or 4:4:4 subsampled video. The chroma compression used by 4:1:1 and 4:2:0
subsampled video results in macroblocks around the edges of the resulting matte when
you isolate the chroma, which can cause a “choppy” or “blocky” result in the correction
you’re trying to create.
Despite these limitations, it is very possible to color correct highly compressed video. By
paying attention to image noise as you stretch the contrast of poorly exposed footage,
you can focus your corrections on the areas of the picture where noise is minimized.
When doing secondary color correction to make targeted corrections to specific parts of
the image, you may find it a bit more time consuming to pull smooth secondary keys.
However, with care and patience, you can still achieve beautiful results.
Standard and high definition video, on the other hand, is usually recorded with lower
chroma subsampling ratios (4:2:2 is typical even with higher-quality video formats, and
4:1:1 and 4:2:0 are common with prosumer formats) and higher compression ratios,
depending entirely upon the recording and video capture formats used. Since the
selected video format determines compression quality at the time of the shoot, there’s
nothing you can do about the lost image data, other than to make the best of what you
have.
In general, film footage is usually transferred with the maximum amount of image data
possible, especially when transferred as a completely uncompressed image sequence
(4:4:4) as part of a carefully managed digital intermediate workflow. This is one reason
for the higher quality of the average film workflow.
The bit depth of your source media depends largely on how that media was originally
acquired. Most of the media you’ll receive falls into one of the following bit depths, all of
which Color supports:
• 8-bit: Most standard and high definition consumer and professional digital video formats
capture 8-bit image data, including DV and DVCPRO-25, DVCPRO 50, HDV, DVCPRO
HD, HDCAM, and so on.
• 10-bit: Many video capture interfaces allow the uncompressed capture of analog and
digital video at 10-bit resolution.
• 10-bit log: By storing data logarithmically, rather than linearly, a wider contrast ratio
(such as that of film) can be represented by a 10-bit data space. 10-bit log files are often
recorded from datacine scans using the Cineon and DPX image sequence formats.
• 12-bit: Some cameras, such as the RED ONE, capture digital images at 12-bit, providing
for even smoother transitions in gradients.
• 16-bit: It has been said that it takes 16 bits of linear data to match the contrast ratio
that can be stored in a 10-bit log file. Since linear data is easier for computers to process,
this is another data space that’s available in some image formats.
• Floating Point: The highest level of image-processing quality available. Refers to the
use of floating-point math to store and calculate fractional data. This means that values
higher than 1 can be used to store data that would otherwise be rounded down using
the integer-based 8-bit, 10-bit, 12-bit, and 16-bit depths. Floating Point is a
processor-intensive bit depth to work with.
Higher bit depths accommodate more image data by using a greater range of numbers
to represent the tonal range that’s available. This is apparent when looking at the numeric
ranges used by the two bit depths most commonly associated with video.
• 8-bit images use a full range of 0–255 to store each color channel. (Y′CBCR video uses
a narrower range of 16–235 to accommodate super-black and super-white.) 255 isn’t
a lot of values, and the result can be subtly visible “stairstepping” in areas of the picture
with narrow gradients (such as skies).
Fortunately, while you can’t always control the bit depth of your source media, you can
control the bit depth at which you work in Color independently. This means that even if
the source media is at a lower bit depth, you can work at a higher bit depth to make sure
that the quality of your corrections is as high as possible. In particular, many effects and
secondary corrections look significantly better when Color is set to render at higher bit
depths. For more information, see Playback, Processing, and Output Settings.
Contrast Explained
Contrast adjustments are among the most fundamental, and generally the first,
adjustments made. Contrast is a way of describing an image’s tonality. If you eliminate
all color from an image, reducing it to a series of grayscale tones, the contrast of the
picture is seen by the distribution of dark, medium, and light tones in the image.
An image’s contrast ratio is the difference between the darkest and brightest tonal values
within that image. Typically, a higher contrast ratio, where the difference between the
two is greater, is preferable to a lower one. Unless you’re specifically going for a
low-contrast look, higher contrast ratios generally provide a clearer, crisper image. The
following two images, with their accompanying Histograms which show a graph of the
distribution of shadows, midtones, and highlights from left to right, illustrate this.
In addition, maximizing the contrast ratio of an image aids further color correction
operations by more evenly distributing that image’s color throughout the three tonal
zones that are adjusted with the three color balance controls in the Primary In, Secondaries,
and Primary Out rooms. This makes it easier to perform individual corrections to the
shadows, midtones, and highlights.
Luma Explained
Luma (which technically speaking is gamma-corrected luminance) describes the exposure
(lightness) of a video shot, from absolute black, through the distribution of gray tones,
all the way up to the brightest white. Luma can be separated from the color of an image.
In fact, if you desaturate an image completely, the grayscale image that remains is the
luma.
Super-white
Black White
Note: Unadjusted super-white levels will be clamped by the Broadcast Safe settings (if
they’re turned on with their default settings), so that pixels in the image with luma above
100 percent will be set to 100 percent.
What Is Setup?
People often confuse the black level of digital video with setup. Setup refers to the
minimum black level assigned to specific analog video signals and is only an issue with
analog video output to the Beta SP tape format. If you are outputting to an analog tape
format using a third-party analog video interface, you should check the documentation
that came with that video interface to determine how to configure the video interface
for the North American standard for setup (7.5 IRE) or the Japanese standard (0 IRE).
Most vendors of analog video interfaces include a software control panel that allows
you to select which black level to use. Most vendors label this as “7.5 Setup” versus “0
Setup,” or in some cases “NTSC” versus “NTSC-J.”
Video sent digitally via SDI has no setup. The Y′CBCR minimum black level for all digital
video signals is 0 percent, 0 IRE, or 0 millivolts, depending on how you’re monitoring
the signal.
You want to avoid unplanned gamma adjustments when sending media from Final Cut Pro
to Color. It’s important to keep track of any possible gamma adjustments that occur when
exporting or importing clips in Final Cut Pro during the editing process, so that these
adjustments are accounted for and avoided during the Final Cut Pro–to–Color roundtrip.
For more information on gamma handling in Final Cut Pro, see the Final Cut Pro 7
User Manual.
Chroma Explained
Chroma (also referred to as chrominance) describes the color channels in your shots,
ranging from the absence of color to the maximum levels of color that can be represented.
Specific chroma values can be described using two properties, hue and saturation.
Hue
Hue describes the actual color itself, whether it’s red or green or yellow. Hue is measured
as an angle on a color wheel.
As you look at the color wheel, notice that it is a mix of the red, green, and blue primary
colors that make up video. In between these are the yellow, cyan, and magenta secondary
colors, which are equal mixes of the primary colors.
Primary Colors
In any additive color model, the primary colors are red, green, and blue. These are the
three purest colors that can be represented, by setting a single color channel to 100
percent and the other two color channels to 0 percent.
Secondary Colors
Adding any two primary colors produces a secondary color. In other words, you create a
secondary color by setting any two color channels to 100 percent while setting the third
to 0 percent.
• Red + green = yellow
• Green + blue = cyan
• Blue + red = magenta
Complementary Colors
Two colors that appear 180 degrees opposite each other on the wheel are referred to as
complementary colors.
Adding two complementary colors of equal saturation to each other neutralizes the
saturation, resulting in a grayscale tone. This can be seen in the two overlapping color
wheels in the illustration below. Where red and cyan precisely overlap, both colors become
neutralized.
The HSL color space model can be graphically illustrated as a three-dimensional cone.
Hue is represented by an angle around the base of the cone, as seen below, while
saturation is represented by a color’s distance from the center of the cone to the edge,
with the center being completely desaturated and the edge being saturated to maximum
intensity. A color’s brightness, then, can be represented by its distance from the base to
the peak of the cone.
Color actually provides a three-dimensional video scope that’s capable of displaying the
colors of an image within an extruded HSL space, for purposes of image analysis. For
more information, see The 3D Scope.
Taking maximum advantage of Color requires careful workflow management. This chapter
outlines where Color fits into your post-production workflow.
Color has been designed to work hand in hand with editing applications like Final Cut Pro
via XML and QuickTime media support, or with other editorial environments via EDL and
image sequence support. While video and film input and editing are taken care of
elsewhere, Color gives you a dedicated environment in which to focus on color correction
and related effects.
This chapter gives you a quick overview of how to guide your project through a workflow
that includes using Color for color correction. Information is provided about both standard
and high definition broadcast video workflows, as well as 2K digital intermediate workflows.
35
Each room gathers all the controls pertaining to that particular step of the color correction
process onto a single screen. These rooms are organized from left to right in the order
colorists will typically use them, so that after adjusting your project’s preferences in the
Setup room, you can work your way across from the Primary controls, to the Secondary
controls, Color FX, Primary Out, and finally Geometry as you adjust each shot in your
project.
• Setup: All projects begin in the Setup room. This is where you import and manage the
shots in your program. The grade bin, project settings, and application preferences are
also found within the Setup room. For video colorists, the project settings area of the
Setup room is where you find the Broadcast Safe controls, which allow you to apply
gamut restrictions to the entire program.
• Primary In: Primary color corrections affect the entire image, so this room is where you
make overall adjustments to the color and contrast of each shot. Color balance and
curve controls let you adjust colors in the shadows, midtones, and highlights of the
image. The lift, gamma, and gain controls let you make detailed contrast adjustments,
which affect the brightness of different areas of the picture. There are also controls for
overall, highlight, and shadow saturation, and printer point (or printer light) controls
for colorists used to color timing for film.
• Secondaries: Secondary color corrections are targeted adjustments made to specific
areas of the image. This room provides numerous methods for isolating, or qualifying,
the parts of the image you want to correct. Controls are provided with which to isolate
a region using shape masks. Additional controls let you isolate areas of the picture
using a chroma-keyed matte with individual qualifications for hue, saturation, and
luminance. Each shot can have up to eight secondary operations. Furthermore,
special-purpose secondary curves let you make adjustments to hue, saturation, and
luma within specific portions of the spectrum.
• Color FX: The Color FX room lets you create your own custom effects via a node-based
interface more commonly found in high-end compositing applications, similar to Shake.
These individual effects nodes can be linked together in thousands of combinations,
providing a fast way to create many different types of color effects. Your custom effects
can be saved in the Color FX bin for future use, letting you apply your look to future
projects.
• Primary Out: The Primary Out room is identical to the Primary In room except that its
color corrections are applied to shots after they have been processed by all the other
color grading rooms. This provides a way to post-process your images after all other
operations have been performed.
Limitations in Color
Color has been designed to work hand in hand with Final Cut Pro; Final Cut Pro lets you
take care of input, editing, and output, while Color allows you to focus on color correction
and related effects. Given this relationship, there are specific things it does not do:
• Recording: Color is incapable of either scanning or capturing film or video footage. This
means that you need to import projects and media into Color from another application.
• Editing: Color is not intended to be an editing application. The editing tools that are
provided are primarily for colorists working in 2K workflows where the Color project is
the final version that will become the digital master. By default, the tracks of imported
XML project files are locked to prevent new edits from introducing errors when the
project moves back to Final Cut Pro.
Send to Send to
Color Final Cut Pro
Source Output
Media Final Master
Media Data
Exactly how you conform your source media in Final Cut Pro depends on the type of
media that's used. For more information, see:
• A Tape-Based Workflow.
• Reconforming Online Media in a Tapeless Digital Video Workflow.
• Reconforming Online Media in a Film-to-Tape Workflow.
A Tape-Based Workflow
For a traditional offline/online tape-based workflow, the video finishing process is simple.
The tapes are captured into Final Cut Pro, possibly at a lower-quality offline resolution to
ease the initial editing process by using media that takes less hard disk space and is easier
to work with using a wider range of computers.
Send to Send to
Color Final Cut Pro
Offline Duplicates
Output
Source Media Final Master
Media Data
Uncompressed video formats, or projects where there are many, many reels of source
media, may benefit from being captured at a lower resolution or with a more highly
compressed codec. This will save disk space and also enable you to edit using less
expensive equipment. Later, you'll have to recapture the media prior to color correction.
You may also want to take the opportunity to use the Final Cut Pro Media Manager to
delete unused media prior to recapturing in order to save valuable disk space, especially
when recapturing uncompressed media. For more information, see the Final Cut Pro 7
User Manual.
Note: Some codecs, such as HDV, can be more processor-intensive to work with than
others. In this case, capturing or recompressing the media with a less processor-intensive
codec, such as Apple ProRes 422 or Apple ProRes 422 (HQ), will improve your performance
while you work in Color, while maintaining high quality and low storage requirements.
If the client needs a reedit after you've started grading, you should instead perform the
edit back in Final Cut Pro, and export an XML version of the updated sequence which
you can use to quickly update the Color project in progress using the Reconform
command. For more information, see Reconforming Projects.
Stage 7: Rendering New Source Media and Sending the Updated Project to
Final Cut Pro
When you finish grading, you use the Color Render Queue to render all the shots in the
project as a new, separate set of graded media files.
Afterward, you need to send the updated project to Final Cut Pro using one of the two
following methods:
• If Color is installed on the same computer as Final Cut Pro, you can use the Send To
Final Cut Pro command.
• If you're handing the color-corrected project back to the originating facility, you need
to export the Color project as an XML file for later import into Final Cut Pro.
Important: Some parameters in the Project Settings tab of the Setup room affect how
the media is rendered by Color. These settings include the Deinterlace Renders, QuickTime
Export Codec, Broadcast Safe, and Handles settings. Be sure to verify these and other
settings prior to rendering your final output.
Stage 9: Outputting the Final Video Master to Tape or Rendering a Master QuickTime
File
Once you complete any last adjustments in Final Cut Pro, you can use the Print to Video,
Edit to Tape, or Export QuickTime Movie command to create the final version of your
program.
Send to Send to
Color Final Cut Pro
Offline Duplicates
Output
Source Media Final Master
Media Data
Send to Send to
Color Final Cut Pro
Media Data
If you instead telecined online-quality media, then you have the choice of either pursuing
an "offline/online" workflow or capturing via an online codec and working at online quality
throughout the entire program.
Important: Do not use the Media Manager to either rename or delete unused media in
your project when working with offline media that refers to the camera negative. If you
do, you'll lose the ability to create accurate pull lists in Cinema Tools.
Once you've imported your project file into Color and copied the program media onto a
storage device with the appropriate performance, you can then link the shots on the
Color Timeline with their corresponding media.
• For more information about importing EDLs into Final Cut Pro before sending to Color,
see Importing EDLs in a Final Cut Pro–to–Color Roundtrip.
• For more information about importing EDLs directly into Color, see Importing and
Notching Preedited Program Masters.
Send to Send to
Color Final Cut Pro
EDL
Output
EDL file Source Media Final Master
Media Data
Send to
Final Cut Pro
EDL
Output
Tape Master EDL file Final Master
Media Data
For this process to work correctly, it's ideal if the timecode of the first frame of media
matches the first frame of timecode in the EDL.
Stage 2: Importing the EDL into Color and Relinking to the Master Media File
Either select the EDL from the Projects dialog that appears when you first open Color, or
use the File > Import > EDL command. When the EDL Import Settings dialog appears,
choose the EDL format, project, EDL, and source media frame rates.
To properly "notch" the master media file, you need to turn on "Use as Cut List," and then
choose the master media file that you captured or were given. For more information, see
Importing EDLs.
Stage 4: Rendering New Source Media and Sending the Updated Project to
Final Cut Pro
When you finish grading, you use the Color Render Queue to render all the shots in the
project as a new, separate set of graded media files.
Afterward, you need to send the updated project to Final Cut Pro using one of the two
following methods:
• If Color is installed on the same computer as Final Cut Pro, use the Send To Final Cut Pro
command.
• If you're handing the color-corrected project back to the originating facility, you need
to export the Color project as an XML file for later import into Final Cut Pro.
Stage 6: Outputting the Final Video Master to Tape or Rendering a Master QuickTime
File
Once you complete any last adjustments in Final Cut Pro, you can use the Print to Video,
Edit to Tape, or Export QuickTime Movie commands to create the final version of your
program.
Upon completion of the offline edit, you then relink the program to the original
Apple ProRes 4444 media before sending the sequence to Color, where you’ll be grading
your program. Ultimately, you’ll send the finished media that Color renders directly to
the film recording facility.
Color
HDCAM SR Media
Convert to
QuickTime Final Cut Pro
DPX
Media
Ingest into
Camera Datacine 2K/4K DPX Final Cut Pro
Negative Transfers Image
Sequence
Offline Edit
Conform Edit
Color
DPX
Color
Render
Correction
Final Output Film Film
Sequence Recorder Print
Media Data
The following steps break this process down more explicitly. Because of the extra steps
needed, this workflow assumes that you’re shooting film.
To track the correspondence between the original still frames and the offline QuickTime
files that you'll create for editing, you should ask for the following:
• A non-drop frame timecode conversion of each frame's number (used in that frame's
filename), saved within the header of each scanned image.
• It can also help to organize all of the scanned frames into separate directories, saving
all the frames from each roll of negative to separate directories (named by roll). This
will help you to keep track of each shot’s roll number later.
Stage 3: Converting DPX Image Sequences to Apple ProRes 4444 QuickTime Files in
Color
Since Final Cut Pro doesn’t work directly with image sequences, you need to create
high-quality, online-resolution QuickTime duplicates using Color before you can begin
editing. Once you’ve done this, it’s a good idea to archive both the original source media
and the converted Apple ProRes 4444 media as safely as possible.
You can use Color to create online-resolution QuickTime versions of each DPX image
sequence you need to use in your edit. To do this, create a new project with the Render
File Type set to QuickTime and the Export Codec set to Apple ProRes 4444. Then, edit all
the shots you want to convert into the Timeline, grade them if necessary, add them to
the Render Queue, and click Start Render.
When you convert the DPX files to offline QuickTime files using Color, the timecode
metadata stored in the header of each DPX frame is copied into the timecode track of
each .mov file that’s created. (If there’s no timecode in the DPX headers, the frame number
in the DPX filename will be converted into timecode, instead. For more information, see
How Does Color Relink DPX/Cineon Frames to an EDL?).
This helps you to maintain the correspondence between the source DPX media and the
Apple ProRes 4444 QuickTime files you’ve created, in case you ever need to go back to
the original media. To make this easier, enter the roll number of each image sequence
into the reel number of the converted QuickTime clip. You can do this in the Final Cut Pro
Browser.
For more information, see Converting Cineon and DPX Image Sequences to QuickTime.
If you downconvert to a compressed high definition format, such as Apple ProRes 422 or
Apple ProRes 422 (HQ), you can offline your project on an inexpensively equipped
computer and still be able to output and project it at a resolution suitable for high-quality
client and audience screenings during the editorial process.
Once you finish your offline edit, you can easily reconform your sequence to the
high-resolution Apple ProRes 4444 source media you generated.
Important: When grading scanned film frames for eventual film output, it's essential to
systematically use carefully profiled LUTs (look up tables) for monitor calibration and to
emulate the ultimate look of the project when printed out to film. For more information,
see Using LUTs.
Rendering high-resolution media will take time. Keep in mind that the Render Queue has
been set up to let you easily render your project incrementally; for example, you can
render out all the shots of a program that have been graded that day during the following
night to avoid having to render the entire project at once.
However, when you're working on a project using 2K image sequence scans, rendering
the media is only the first step. The rendered output is organized in the specified render
directory in such a way as to easily facilitate managing and rerendering the media for
your Color project, but it's not ready for delivery to the film recording facility until the
next step.
Each image file's frame number identifies its position in that program's Timeline. Because
of this, when you send frames to a compositing application, it's vital that the frame
numbers in filenames of newly rendered media are identical to those of the original
source media. This requires careful file management.
This section describes the various RED workflows that Final Cut Studio supports. For
information about grading controls that are specific to native RED QuickTime clips, see
The RED Tab.
When you’re working on a project that uses RED media, there are essentially four workflows
you can follow:
Transcode All Native RED QuickTime Media to Apple ProRes 422 (HQ)
If you’re mastering specifically to video, one very simple workflow is to transcode from
RED to Apple ProRes 422 (HQ) clips, and then master Apple ProRes 422 (HQ). After initially
ingesting and transcoding using the Log and Transfer window, this workflow is similar
to the master flowchart shown in Video Finishing Workflows Using Final Cut Pro.
Keep in mind that whenever you transcode native RED R3D media to Apple ProRes using
the Log and Transfer window, you preprocess the original RAW image data. For more
information, see RED Metadata Versus Color Processing in Transcoded Media.
• Advantages: Simple workflow for video mastering. Apple ProRes 422 (HQ) can be easily
edited on most current computers. Apple ProRes 422 (HQ) is suitable for high definition
video mastering, and media can be sent directly to Color for finishing without the need
to reconform.
• Disadvantages: Transcoding may take a long time. You lose the quality advantage of
being able to grade and finish using the RAW RGB 4:4:4 data that native RED QuickTime
files provide.
Ingest Transcoded Apple ProRes Media for Editing; Conform to Native RED QuickTime
for Finishing
The most practical workflow for long-form work when you want to be able to grade using
native RED QuickTime media involves transcoding the original RED media to Apple ProRes
media for efficient offline editing, and then reconforming your edited sequence back to
native RED QuickTime media for final mastering and color correction in Color. This workflow
is illustrated in Offline Using Apple ProRes; Finishing with RED Media.
• Advantages: Apple ProRes 422 (HQ) can be easily edited on most current computers.
After you reconform, this workflow provides maximum data fidelity through direct
access to each shot’s native R3D image data.
• Disadvantages: Reconforming is an extra step that requires good organization.
Proxies for native RED QuickTime media are generated on the fly, without the need to
prerender proxy files as you do with DPX or Cineon media. For more information on
the Color proxy settings, see Using Proxies.
The only real disadvantages to this workflow are that the initial transcoding stage can be
time-consuming, and that later, reconforming is an extra step that requires careful
organization.
RED Media
Directories
Send to Color
Color
Gather
Color
Rendered Render
Correction
Media
Export
QuickTime or
DPX
Edit to Tape
Rendered
Final Output Film Film QuickTime QuickTime
Sequence Recorder Print Media Master
Media Data
Each folder or disk image you copy RED media into must have a unique name; preferably
one that clearly identifies the contents. After you copy the RED media into these folders,
they will contain one or more sub-folders with an .RDM extension that contain the actual
RED media. The name of the enclosing RDM folder will be used as the reel name for each
clip that’s ingested by Final Cut Pro during the log and transfer process.
After you initially copy the RED media, you may elect to change the name of the RDM
folders to something more readable (the .RDM extension itself is optional). If you make
such changes, make sure that the name of each folder is unique, and do not under any
circumstances change the names of any folders or files that appear within.
After you've ingested the media using the Log and Transfer window, do not change the
name of the RDM folder again. Doing so will jeopardize your ability to later reconform
offline sequences to the original RED source media.
Important: It's not recommended to enter new reel names for RED media that you ingest
using the Reel field of the Log and Transfer window.
Stage 2: Ingesting Media Using Apple ProRes to Perform the Offline-Quality Edit
If it’s necessary to edit your program at offline quality for efficiency, transcode the archived
RED media to one of the Apple ProRes codecs using the Log and Transfer window in
Final Cut Pro.
See the Final Cut Pro 7 User Manual for more information about transcoding on ingest,
and which codec to choose for offline work.
Next, you’ll media manage your project to create an offline version of your edited sequence
with the appropriate sequence settings, and then batch transfer the resulting sequence
using the Log and Transfer window to reingest native RED QuickTime media from the
originally archived RED media directories.
See the Final Cut Pro 7 User Manual for more information.
Stage 7: Grading Using Additional RED Tab Settings in the Primary In Room
Once in Color, you have access to each clip’s camera setting metadata via the RED tab in
the Primary In room. You can use the RED image data as is, or make adjustments as
necessary. For more information, see The RED Tab.
You may also find it to your advantage to use a proxy setting in Color to speed up effects
processing as you work, especially if you’re working with 4K source media. For example,
setting Grading Proxy to Half Resolution and Playback Proxy to Quarter Resolution will
significantly improve real-time performance as you work in Color, while still allowing you
to monitor your data with complete color accuracy at approximately 1K. For more
information, see Using Proxies.
Important: Clips that have been transcoded to Apple ProRes 422 (HQ) cannot access
these native camera settings, as they no longer contain the native RED raw image data.
The format you use to render your final graded media depends on whether you’re planning
on printing to film, or sending the program back to Final Cut Pro for output to video.
• If you’re rendering for film output: Change the Render File Type pop-up menu to DPX
or Cineon (depending on what the facility doing the film printing asks for), and choose
the appropriate 2K or 4K resolution from the Resolution Preset pop-up menu. If you
choose DPX, you also need to choose the appropriate Printing Density. For more
information, see Choosing Printing Density When Rendering DPX Media.
• If you’re rendering to send back to Final Cut Pro for video output: Keep the Render File
Type pop-up menu set to QuickTime and choose an appropriate mastering codec from
the QuickTime Export Codec pop-up menu. For more information, see Compatible
QuickTime Codecs for Output. Keep in mind that the RED QuickTime format is a
read-only format; you cannot master a program using this format.
Note: Rendering native RED QuickTime media is processor-intensive, and rendering times
can be long, especially at 4K resolutions.
Stage 9: Assembling the Final Image Sequence for Delivery, or Sending Back to
Final Cut Pro
The final stage of finishing your project depends, again, on whether you’re printing to
film, or outputting to video.
• If you’re rendering for film output: Once every single shot in your program has been
rendered, use the Gather Rendered Media command to consolidate all the frames that
have been rendered, eliminating handles, rendering dissolves, copying every frame
used by the program to a single directory, and renumbering each frame as a
contiguously numbered image sequence. Once this has been done, the rendered media
is ready for delivery to the film recording facility. For more information, see Gather
Rendered Media.
• If you’re rendering to send back to Final Cut Pro for video output: Simply send your project
back to Final Cut Pro after you finish rendering it. For more information, see Sending
Your Project Back to Final Cut Pro.
RED Media
Directories
Send to Color
Color
Gather
Color
Rendered Render
Correction
Media
Export
QuickTime or
DPX
Edit to Tape
Rendered
Final Output Film Film QuickTime QuickTime
Sequence Recorder Print Media Master
Media Data
Stage 3: Preparing Your Final Cut Pro Sequence, Sending to Color, Grading, Rendering,
and Finishing
Because you’re already working with native RED QuickTime media, no reconforming is
necessary. At this point, the workflow is identical to Stage 5: Preparing Your Final Cut Pro
Sequence.
When you transcode R3D media to one of the Apple ProRes codecs using the Log and
Transfer window, this metadata is used to preprocess the color and contrast of the
transcoded media as long as the RED FCP Log and Transfer plugin submenu of the Action
pop-up menu is set to Native, which is the default setting. The result is that each
transcoded clip visually matches the image that was monitored during the shoot. This
preprocessing is “baked” into each ingested clip. If you want to later reapply a different
type of image preprocessing to a clip, you need to reingest it from the original source
media.
If necessary, you can choose other color processing options from the RED FCP Log and
Transfer plugin submenu of the Action pop-up menu. For more information, see the
Final Cut Pro 7 User Manual.
The following sections describe different 2K and 4K workflows that you can follow and
show you how to keep track of your image data from stage to stage.
• For more information on tapeless online/offline DI workflows, see A Tapeless DI
Workflow.
• For more information about DI workflows involving telecined offline media, see A Digital
Intermediate Workflow Using Telecined Media.
• For more information about how Color reconforms media in DI workflows, see Using
EDLs, Timecode, and Frame Numbers to Conform Projects.
A Tapeless DI Workflow
The easiest digital intermediate (DI) workflow is one where you scan all footage necessary
for the offline edit and then create a duplicate set of offline media to edit your project
with. Upon completion of the offline edit, you then relink the program to the original 2K
or 4K source frames in Color.
Offline
Quicktime
DPX
Conversion
Offline Media
Camera Datacine 2K/4K DPX (With Cloned
Negative Transfers Image Sequence Color Timecode)
Offline
Conform EDL
Edit
Gather
Rendered DPX
Media
Final Output Film Film
Color Sequence Recorder Print
Media Data
You can use Color to perform this downconversion by creating a new project with the
Render File Type set to QuickTime and the Export Codec set to the codec you want to
use. Then, simply edit all the shots you want to convert into the Timeline, add them to
the Render Queue, and click Start Render. For more information, see Converting Cineon
and DPX Image Sequences to QuickTime.
You can also use Compressor to perform this downconversion. For more information, see
the Compressor documentation.
Tip: If you downconvert to a compressed high definition format, such as Apple ProRes
422 or Apple ProRes 422 (HQ), you can offline your project on an inexpensively equipped
computer system and still be able to output and project it at a resolution suitable for
high-quality client and audience screenings during the editorial process.
Cross dissolves are the one exception. These are the only type of transition that Color
supports. Any other type of transition will be rendered as a cross dissolve of identical
length.
Important: You cannot use the Send To Color command to move projects to Color that
are being reconformed to DPX or Cineon media.
Stage 7: Importing the EDL into Color and Relinking to the Original DPX Media
Use the File > Import > EDL command to import the EDL. In the Import EDL dialog, specify
the directory where the original high-resolution source media is located, so that the EDL
is imported and the source media is relinked in one step. For more information, see
Importing EDLs.
Important: When grading scanned film frames, it's essential to systematically use carefully
profiled LUTs for monitor calibration and to emulate the ultimate look of the project
when printed out to film. For more information, see Using LUTs.
Important: Each image file's frame number identifies its position in that program's
Timeline. Because of this, when you send frames to a compositing application, it's vital
that the frame numbers in filenames of newly rendered media are identical to those of
the original source media. This requires careful file management.
However, when you're working on a project using 2K image sequence scans, rendering
the media is only the first step. The rendered output is organized in the specified render
directory in such a way as to easily facilitate managing and rerendering the media for
your Color project, but it's not ready for delivery to the film recording facility until the
next step.
Offline
Capture
Edit
FLEx
Create
Database
Camera Telecine Export
Negative Pull List
Cinema Tools
Color
Datacine
DPX
Image
Sequence Color
Correction
Film Output
Render
DPX
Gather
Rendered
Media Final Output Film Film
Sequence Recorder Print
Media Data
Of more importance is the frame rate at which you choose to telecine the dailies.
• To eliminate an entire media management step, it's recommended that you telecine
the film directly to a 23.98 fps video format.
• Otherwise, you can telecine to a 29.97 fps video format and use Cinema Tools in a
second step to perform 3:2 pull-down removal.
To more easily maintain the correspondence between the telecined video and the 2K or
4K film frames that will be scanned later, you should request that:
• A marker frame is assigned to each roll of film at a point before the first shot begins,
with a hole punch permanently identifying that frame. This marker frame is assigned
the timecode value of XX:00:00:00 (where XX is an incremented hour for each
subsequent camera roll being transferred), and determines the absolute timecode for
each shot on that roll.
• The timecode recorded to tape during the offline telecine must be non-drop frame.
• Each roll of negative should be telecined to a separate reel of tape. This way, the reels
specified by the EDL will match the rolls of camera negative from which the shots are
scanned.
• If the transfer is being done strictly for offline editing, you can ask for a window burn
that displays both timecode and edgecode to provide an additional means of reference.
If you’re transferring film to a 4:3 aspect ratio video format, you may elect to have this
window burn made in the black letterboxed area so it doesn’t obscure the image. It
may also be possible to write the edgecode number of the source film to the user bit
of VITC timecode for electronic tracking. Ask the facility doing the transfer what would
be best for your situation.
Stage 3: Using Cinema Tools and Final Cut Pro to Perform the Offline Edit
As with any other film edit, generate a Cinema Tools database from the ATN, FLEx, FTL,
or ALE telecine log files provided by the telecine operator, then export an XML-based
batch capture list you can import into Final Cut Pro to use to capture the corresponding
media and edit the program.
Important: When working with offline media that tracks the original camera negative,
do not use the Media Manager to either rename or delete unused media in your project.
If you do, you'll lose the ability to create accurate pull lists in Cinema Tools.
Cross dissolves are the one exception. These are the only type of transition that Color
supports. Any other type of transition will be rendered as a cross dissolve of identical
length.
Stage 5: Exporting an EDL for Color and a Pull List for the Datacine Transfer
Once the offline edit is complete, you need to export a pull list out of Final Cut Pro to give
to the facility doing the final datacine transfer at 2K or 4K resolution. You also need to
export the entire project as an EDL for importing and conforming in Color.
• The pull list specifies which shots were used in the final version of the edit. (This is
usually a subset of the total amount of footage that was originally shot.) Ideally, you
should export a pull list that also contains the timecode In and Out points corresponding
to each clip in the edited project. This way, the timecode data can be written to each
frame that's scanned during the datacine transfer to facilitate conforming in Color.
• The EDL moves the project's edit data to Color and contains the timecode data necessary
to conform the scanned image sequence frames into the correct order.
Stage 6: Doing a Datacine Transfer of the Selected Shots from Negative to DPX
Using the pull list generated by Cinema Tools, have a datacine transfer made of every
shot used in the project.
During the datacine transfer, specify that the timecode of each frame of negative be
converted to frames and used to generate the filenames for each scanned DPX file, and
that the timecode also be written into the DPX header of each shot. The names of the
resulting image sequence should take the following form: fileName_0123456.dpx. For
more information about filenaming conventions, see Required Image Sequence Filenaming.
Each image sequence from the film scanner must be saved into a directory that is named
with the number of the roll of camera negative from which it was scanned. There should
be separate directories for each roll of camera negative that's scanned.
Stage 7: Importing the EDL into Color and Relinking to the Original DPX Media
Use the File > Import > EDL command to import the EDL. In the Import EDL dialog, you
also specify the directory where the original high-resolution source media is located, so
that the EDL is imported and the source media is relinked in one step.
Important: When grading scanned film frames, it's essential to systematically use carefully
profiled LUTs for monitor calibration and to emulate the ultimate look of the project
when printed out to film. For more information, see Using LUTs.
Stage 9: Conforming Transitions, Effects, and Titles, Rendering Media, and Gathering
Rendered Media
At this point, the process is the same as in Stage 9: Conforming Transitions, Effects, and
Titles in A Tapeless DI Workflow.
If you’re having a datacine transfer done, you also need to request that the frame numbers
incorporated into the filenames of the transferred image files be based on the absolute
timecode that starts at each camera roll’s marker frame. Your final DPX or Cineon image
sequences should then have frame numbers in the filename that, using a bit of
mathematical conversion, match the timecode value in the header information, providing
valuable data redundancy.
After you import an EDL with linked DPX or Cineon image sequence media, a Match
column appears in the Shots browser. This column displays the percentage of confidence
that each shot in the Timeline has been correctly linked to its corresponding DPX, Cineon,
or QuickTime source media, based on the methods used to do the linking. For more
information, see Explanation of Percentages in the Match Column.
Afterward, when you’re conforming an EDL to DPX or Cineon media in Color, you can
choose the Cinema Tools database as your source directory in the EDL Import Settings
window. (See Importing EDLs for more information.) This way, your updated reel numbers
and timecode values will be used to link your Color project to the correct source media.
For more information on creating Cinema Tools databases from DPX or Cineon media,
see the Cinema Tools documentation.
Note: Changing information in a Cinema Tools database does nothing to alter the source
media files on disk.
The last four columns contain timecode—they're pairs of In and Out points.
• The first pair of timecode values are the In and Out points of the original source media
(usually the telecined tape in ordinary online editing). In a digital intermediate workflow,
this is used for naming and identifying the scanned frames that are output from the
datacine.
• The second pair of In and Out points identifies that shot's position in the edited program.
These are used to place the media in its proper location on the Timeline.
The first portion of the filename for each scanned frame (the alpha characters and
underscore) is an ignored but necessary part of the filename. The file's frame number
should equal the (non-dropframe) timecode conversion of that value appearing in the
EDL.
For example, a frame with timecode 05:51:18:28 would have a frame number of 632368.
Numeric extensions must always be padded to seven digits; in this case, you would add
one preceding 0, like this:
fileName_0632368.dpx
fileName0632368.dpx
fileName-0632368.dpx
fileName.0632368.dpx
Important: For Color to be able to link to a media file, filenames need at minimum an
alpha-only character name (consisting of at least one upper- or lowercase character),
frame number, and a .dpx or .cin file extension.
You can work in Color either by using a mouse with the onscreen interface, or, more
directly, by using a dedicated control surface that’s been designed for professional color
correction work.
This chapter covers the general interface conventions used by Color. It describes the use
of controls that are shared by multiple areas of the interface, as well as some of the
specialized controls that are unique to color correction applications.
77
Setting Up a Control Surface
Color was designed from the ground up to support control surfaces specifically designed
for color correction from manufacturers such as Tangent and JL Cooper Designs. These
control surfaces typically include three trackballs that correspond to the three overlapping
tonal zones of the Primary and Secondary color balance controls (shadows, midtones,
and highlights), three rotary controls for the three contrast controls (black level, gamma,
and white point), and a number of other rotary controls and buttons that support different
functions depending on which room you’ve selected.
PAGE
1 2 3 4 5 6 7 8
R1 B1 R3 B3
F1
F2
M1 M2 M3 M4 M5
F3
R2 B2
F4 W4
W3 W5
F5
F6
W2 W6
F7
F8
W1 W7
JOG SHUTTLE
MORE
F1 F2 F3 F7 F8 F9
4 5 6 +
F4 F5 F6 CUE PREV NEXT
1 2 3 -
MARK IN OUT
00 0 MODE
MEM GRACE DELETE
ALT
You can either choose a control surface to use when Color starts up, or click Show Control
Surface Dialog in the User Prefs tab of the Setup room to choose an available control
surface at any time. For more information on setting up a control surface, see Setting Up
a Control Surface. For more information on configuring a control surface from within
Color, see Control Surface Settings.
Note: Many controls can be accelerated up to ten times their normal speed by pressing
the Option key while you drag.
Tabs
Tabs are used to navigate among the eight different Color “rooms.” Each room is a distinct
portion of the interface that contains all the controls necessary to perform a specific task.
Changing rooms changes the available interface, the keyboard shortcuts, and the mapping
of the control surface controls.
Some rooms have additional features that are revealed via tabs within that room.
To modify the value of a numeric or percentage-based text field with a virtual slider
1 Move the pointer to the field you want to adjust.
2 Middle-click and drag to the left to decrease its value, or to the right to increase its value.
3 Release the mouse button when you’re finished.
To modify the value of a numeric or percentage-based text field with a scroll wheel
1 Move the pointer to the field you want to adjust.
2 Without clicking in the field, roll the scroll wheel or ball up to increase that field’s value,
or down to decrease that field’s value.
Note: Drop frame timecode appears with a semicolon between the seconds and frames
positions.
Here are some pointers for entering values into the hours, minutes, seconds, and frames
positions of timecode fields:
• Time values are entered from left to right (similar to entering a duration into a
microwave); however, the last value you type is assumed to be the last digit of the
frames position.
• Press Return whenever you’ve finished typing a timecode value to confirm the new
value you entered.
• Dragging within the main color wheel lets you simultaneously adjust the hue and
saturation of the selected color.
A crosshair within the color wheel shows the current color value that’s being selected.
The remaining controls depend on the type of color control being displayed.
• Dragging up and down within the multicolored Hue slider lets you adjust the hue.
• Dragging up within the single-colored Saturation slider increases the saturation of the
current hue; dragging down decreases its saturation.
• Dragging up within the single-colored Brightness slider increases the brightness of the
current color; dragging down decreases its brightness.
It’s important to remember that the file browser is not the same as a project bin. The files
displayed within the file browser are not associated with your Color project in any way
unless you drag them into the Timeline manually, or relink the shots of an imported
project to their associated media files on disk using the Relink Media or Reconnect Media
command.
Note: The file browser displays only directories and media files that are compatible with
Color.
For more information on the Setup room, see Configuring the Setup Room.
In icon view, you can create groups of shots to which you can apply a single correction
or grade to at once. For more information, see Managing Grades in the Shots Browser.
In list view, you can sort all of the shots using different info fields. For more information
on using the Shots browser, see Using the Shots Browser.
Corrections Bins
The Primary In and Out, Secondaries, and Color FX rooms all allow you to save the
corrections made inside those rooms as individual presets that you can apply to later
shots. The contents of corrections bins are available to all Color projects opened while
logged into that user account.
• Primary In and Out: Let you save and organize primary corrections. The Primary In and
Primary Out rooms both share the same group of saved corrections.
• Secondaries: Lets you save and organize secondary corrections.
• Color FX: Lets you save and organize Color FX corrections.
A grade can include multiple corrections across several rooms; you can save one or more
primary, secondary, and Color FX corrections together. By saving a group of corrections
as a grade, you can apply them all together as a single preset.
Display Controls
All browsers and bins have display controls that let you choose how you want to view
and organize their contents.
• List View button: Displays the contents of the current directory as a list of filenames.
• Icon View button: Displays the contents of the current directory as icons.
• Icon Size slider: Appears only in icon view. Scales the size of icons.
File Controls
The file browser and Grades and corrections bins also have directory creation and
navigation controls at the bottom.
• File field: Displays the file path of the currently viewed directory.
• Directory pop-up menu: This pop-up menu gives you a fast way to traverse up and down
the current directory hierarchy or to go to the default Color directory for that room.
• New Folder button: Lets you create a new directory within the currently specified path.
You can create as many directories as you like to organize the grades and corrections
for that room.
• Save button: This button saves the grade or correction settings of the shot at the current
position of the playhead in the directory specified in the above text fields.
Saved grades and corrections in these bins are available to every project you open.
Individual corrections in each of the above directories are saved as a pair of files: an .lsi
file that contains a thumbnail for visually identifying that grade, and the specific file for
that type of correction which actually defines its settings. Unless you customized the
name, both these files have the same name, followed by a dot, followed by the date (day
month year hour.minute.secondTimeZone), followed by the file extension that identifies
the type of saved correction it is.
• Grade_Name.date.lsi: The thumbnail image used to represent that grade in icon view
• Grade_Name.date.pcc: Primary correction file
• Grade_Name.date.scc: Secondary correction file
• Grade_Name.date.cfx: Color FX correction file
Saved grades are, in fact, file bundles that contain all the correction files that make up
that grade. For example, a grade that combines primary, secondary, and Color FX
corrections would be a directory using the name given to the grade,
“Grade_Name.date.grd,” containing the following files:
• Grade_Name.date.lsi
• Grade_Name.date.pcc
• Grade_Name.date.scc
• Grade_Name.date.cfx
When you move saved corrections from one directory to another, it’s important that you
copy both the .lsi thumbnail image for that grade and the .pcc, .scc, or .cfx file that contains
the actual grade information, together.
If you reorganize saved grades and corrections in the Finder while Color is open, you
need to manually refresh the contents of the Grades and corrections bins you changed
so that they correctly display the current contents.
However, Color can also be used in single display mode, which lets you operate Color in
situations where a second display is not available. Single display mode is only
recommended on 30-inch Cinema Displays.
Warning: It is not recommended to run Color on a system with more then one graphics
card. For two-monitor support, both monitors should be connected to the same graphics
card.
Color provides powerful tools for managing projects and media as you work.
This chapter describes the commands and methods used to create and save projects,
move projects from Final Cut Pro to Color and back again, and link and otherwise manage
your projects and media once they’re within Color. It also covers compatible media
formats, EDL import and export, and the conversion of DPX and Cineon image sequences
to QuickTime media.
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Creating and Opening Projects
When you open Color, you’re presented with a dialog from which you can open an existing
project or create a new one. Most users will send projects to Color straight from
Final Cut Pro, but there are specific workflows that require you to create a new project
in Color.
Color can have only one project open at a time, so opening a second project closes the
one that was originally open.
Saving Projects
Saving a project works the same way in Color as it does in any other application you’ve
used. As with any application, you should save early and often as you work.
Color also has an automatic saving mechanism which, when turned on, saves the current
project at an interval set by the Auto Save Time (Minutes) parameter in the User Prefs
tab of the Setup room. By default, automatic saving is turned on, with the interval set to
5 minutes. For more information, see Auto Save Settings.
Note: Whenever you manually save a project, an archive is also automatically saved with
the date and time as its name. When a project is automatically saved, an archive is not
created. This prevents your archive list from being inundated with entries. For more
information, see Saving and Opening Archives.
Important: It is not recommended that you modify the contents of Color project files
unless you know exactly what you’re doing. Making changes manually could cause
unexpected problems.
Whenever you manually save your project, an archive is automatically created that is
named using the date and time at which it was saved. If you want to save an archive of
your project at a particular state with a more easily identifiable name, you can use the
Save Archive As command.
There is no limit to the number of archives you can save, so the archives list can grow
quite long. Archives are compressed using both .tar and .gzip (a “tarball”) so they take
up little room. All archive files for a particular project are saved in the Archives subdirectory
inside that project bundle.
Later, if anything should happen to your project file’s settings, or if you want to return
the project to a previously archived state, you can load one of the archive files.
To open an archive
1 Choose File > Load Archive (or press Command-Option-O).
2 Select an archive to open from the Load Archive window, then click Load Archive.
Opening an archive overwrites the current state of the project with that of the archive.
Converted Color Corrector 3-way filters are removed from the XML data for that sequence,
so that they do not appear in the sequence when it’s sent back to Final Cut Pro.
Note: Because Final Cut Pro is a Y′CBCR processing application, and Color is an RGB
processing application, Color Corrector 3-way conversions are only approximations and
will not precisely match the original corrections made in Final Cut Pro.
Tip: Breaking a single program into reels is also the best way for multi-room facilities to
manage simultaneous rendering of projects. If you have multiple systems with identical
graphics cards and identical versions of Color in each room, you can open a reel in each
room and render as many reels simultaneously as you have rooms. Each system must
have identical graphics cards as the type of GPU and amount of VRAM may affect render
quality. For more information, see The Graphics Card You’re Using Affects the Rendered
Output.
Export Self-Contained QuickTime Files for Effects Clips You Need to Color Correct
Color is incapable of either displaying or working with the following types of clips:
• Generators
• Motion projects
If you want to grade such clips in Color, you need to export them as self-contained
QuickTime files and reedit them into the Timeline of your Final Cut Pro sequence to
replace the original effects before you send the sequence to Color.
If you don’t need to grade these effects in Color, then you can simply send the project
with these clips as they are, and ignore any gaps that appear in Color. Even though these
effects won’t appear in Color, they’re preserved within the XML of the Color project and
they will reappear when you send that project back to Final Cut Pro.
Tip: Prior to exporting a project from Final Cut Pro, you can also export a single,
self-contained QuickTime movie of the entire program and then reimport it into your
project and superimpose it over all the other clips in your edited sequence. Then, when
you export the project to Color, you can turn this “reference” version of the program on
and off using track visibility whenever you want to have a look at the offline effects or
color corrections that were created during the offline edit.
To optimize rendering time, Color only renders a single frame for each still image file.
When your project is sent back to Final Cut Pro, that clip reappears as a still image clip in
the Final Cut Pro Timeline.
Important: If any stills in your project are animated using Scale, Rotate, Center, or Aspect
Ratio parameter keyframes from Final Cut Pro, these keyframes do not appear and are
not editable in Color, but they are preserved and reappear when you send your project
back to Final Cut Pro. For more information, see Exchanging Geometry Settings with
Final Cut Pro.
Important: Freeze frame clips on any other video track will not be rendered, and will
reappear after the sequence is sent to Final Cut Pro as the original, ungraded clip.
Check All Transitions and Effects If You Plan to Render 2K or 4K Image Sequences
for Film Out
When rendering out 2K or 4K DPX or Cineon image sequences, all video transitions are
rendered as linear dissolves when you use the Gather Rendered Media command to
consolidate the finally rendered frames of your project in preparation for film output. This
feature is only intended to support film out workflows. Any other type of transition (such
as a wipe or iris) will be rendered as a dissolve instead, so it’s a good idea to go through
your project and change the type and timing of your transitions as necessary before
sending your project to Color.
Furthermore, effects that would ordinarily reappear in a sequence that is sent back to
Final Cut Pro, such as speed effects, superimpositions, composites, video filters, motion
settings that don’t translate into Pan & Scan parameters, generators, and Motion projects,
will not be rendered if you render 2K or 4K DPX or Cineon image sequences for film output.
In this case, it’s best to export all such clips as self-contained QuickTime files with which
to replace the original effects, before you send the sequence to Color.
You can only send whole sequences to Color. It’s not possible to send individual clips or
groups of clips from a sequence unless you first nest them inside a sequence.
If you need to make an editorial change, reedit the original sequence in Final Cut Pro,
export a new XML file, and use the Reconform command to update the Color Timeline
to match the changes. For more information, see Reconforming Projects. For more
information about Final Cut Pro XML files, see the Final Cut Pro 7 User Manual.
In Color, you then use the Import XML command to turn the XML file into a Color project.
To speed up this process, you can copy the XML file you want to import into the default
project directory specified by Color.
If you need to make an editorial change, reedit the original sequence in Final Cut Pro,
export a new XML file (see the Final Cut Pro 7 User Manual for more information), and
use the Reconform command to update the Color Timeline to match the changes. For
more information, see Reconforming Projects.
To speed up the process of importing an EDL, you can copy all EDL files to the default
project directory specified by Color.
To import an EDL
1 Do one of the following:
• Open Color.
• If Color is already open, Choose File > Import > EDL.
2 Choose an EDL file from the Projects dialog.
3 Choose the appropriate project properties from the available lists and pop-up menus.
For more information, see EDL Import Settings.
4 When you finish choosing all the necessary settings, click Import.
A new project is created, and the EDL is converted into a sequence of shots in the Timeline.
The position of each shot should match the Timeline of the original project.
Note: If the Source Directory you specified has any potential media conflicts (for example,
two clips with overlapping timecode or a missing reel number), you see a warning dialog
that gives you the option of writing a text file log of all potential conflicts to help you
sort them out.
After import, a Match column appears in the Shots browser of the Setup room. This
column displays the percentage of confidence that each shot in the Timeline has been
correctly linked to its corresponding DPX, Cineon, or QuickTime source media, based
on the methods used to do the linking. For more information on how EDLs are linked
with DPX or Cineon image sequence frames, see How Does Color Relink DPX/Cineon
Frames to an EDL? For more information on the Match column in the Shots browser,
see Explanation of Percentages in the Match Column.
Relinking Media
If necessary, you can manually relink media to a Color project. When you use the Relink
command, Color matches each shot in the Timeline with its corresponding media file
using the following criteria:
• Starting timecode
• Filename
If you click Yes and proceed with relinking to a different file, then the original Source In
and Source Out values for that shot will be overwritten with those of the new clip.
For more information on doing batch DPX to QuickTime conversions, see Converting
Cineon and DPX Image Sequences to QuickTime.
Tip: If the media you need is on another hard drive, click the Up Directory button
repeatedly until you’re at the top level of your computer’s directory structure, then
double-click the Volumes directory to open it. This will provide you with a list of all the
hard drives and partitions that are currently mounted on your system. From here, it should
be easy to find the media you need.
3 Double-click the directory to open it, then click to select an individual media file to import
into the Timeline.
4 Do one of the following:
• Double-click the shot in the file browser to edit the shot into the Timeline at the position
of the playhead.
• Drag the shot directly into the Timeline.
• Click the Import button below that shot’s preview to edit the shot into the Timeline at
the position of the playhead.
5 If you import a shot into an empty Timeline in Color, you’ll be asked if you want to change
the project settings to match those of the shot you’re importing. Click Yes if you want to
do so. (This is recommended.)
Important: Many of the codecs in column 1 that Color supports for media import, such
as the XDCAM, MPEG IMX, and HDV families of codecs, cannot be rendered using the
Original Format option. If the media in your project uses a codec that’s not supported
for output, every shot in your project will be rendered using one of the supported codecs
listed in column 3. For more information, see Some Media Formats Require Rendering to
a Different Format.
Color also supports native RED QuickTime files when you install the necessary RED software
for Final Cut Studio. For more information, visit http://www.red.com.
You can render your project out of Color using one of several high-quality mastering
codecs, regardless of the codec or level of compression that is used by the source media.
You can take advantage of this feature to facilitate a workflow where you import
compressed media into Color and then export the corrected output as uncompressed
media before sending your project to Final Cut Pro. This way, you reap the benefits of
saving hard disk space and avoiding rerendering times up front, while preserving all the
quality of your high–bit depth adjustments when you render your output media prior to
sending your project back to Final Cut Pro.
Important: Only Cineon and DPX are supported for rendering image sequences out of
Color.
Important: Projects using Cineon or DPX image sequences can’t be sent back to
Final Cut Pro.
To send a graded, rendered project to Final Cut Pro using the Send To command
1 Go through the Timeline and choose which grade you want to use for each of the clips
in your project.
Since each shot in your program may have up to four separately rendered versions of
media in the render directory, the rendered media that each shot is linked to in the
exported XML project file is determined by its currently selected grade.
A new sequence is automatically created within the original Final Cut Pro project from
which the program came. However, if the Final Cut Pro project the program was originally
sent from is unavailable, has been renamed, or has been moved to another location, then
a new Final Cut Pro project will be created to contain the new sequence. Either way, every
clip in the new sequence is automatically linked to the color-corrected media you rendered
out of Color.
To export an XML file back to Final Cut Pro for final output
1 Go through the Timeline and choose which grade you want to use for each of the clips
in your project.
Since each shot in your program may have up to four separately rendered versions of
media in the render directory, the rendered media that each shot is linked to in the
exported XML project file is determined by its currently selected grade.
2 Chose File > Export > XML.
3 When the Export XML Options dialog appears, click Browse.
4 Enter a name for the XML file you’re exporting in the File field of the Export XML File
dialog.
5 Choose a location for the file, then click Save.
6 Click OK.
A new XML project file is created, and the clips within are automatically linked to the
media directory specified in the Project Settings tab in the Setup room.
Note: If you haven’t exported rendered media from your Color project yet, the XML file
is linked to the original project media.
This makes it easier to manage your media, easier to keep track of your revisions, and
prevents any of your clips from being rendered twice unnecessarily.
Exporting EDLs
You can export EDLs out of Color, which can be a good way of moving projects back to
other editorial applications. When exporting an EDL, it’s up to the application with which
you’ll be importing the EDL to successfully relink to the media that’s rendered out of
Color.
Note: To help facilitate media relinking, the media path is written to the comment column
in the exported EDL, although not all editing applications support this convention.
To export an EDL
1 Choose File > Export > EDL.
2 When the Export EDL dialog appears, click Browse.
3 Enter a name for the EDL you’re exporting in the File field of the Export EDL File dialog,
choose a location for the file, then click Save.
4 If you didn’t change any of the shot names when you exported the final rendered media
for this project, turn on “Use original media name.”
5 Click OK.
A new EDL file is created, and the clips within are linked to the media directory you
specified.
Color matches each project to the sequence that was originally sent to Color using an
internal ID number. Because of this, you can only reconform by reediting the actual
sequence that you originally sent to Color. Any attempt to reconform a duplicate of the
original sequence will not work.
You can also reconform projects that were originally imported using EDLs.
As is the case when you reconform an XML-based project, the Reconform column in the
Shots browser in the Setup room is updated with the status of each shot that’s been
modified by the Reconform operation. This lets you identify shots that might need
readjustment as a result of such changes, sorting them by type for fast navigation. For
more information, see Column Headers in the Shots Browser.
The timecode of converted DPX or Cineon film scans is copied to the new media that’s
created. This allows you to track the correspondence between the QuickTime clips you
generate, and the original image sequences from which they came. This conversion uses
the following rules:
• Timecode header metadata in DPX or Cineon files, if present, is converted into a
timecode track in each converted QuickTime file.
• If there is no timecode header data in the DPX or Cineon files, then the frame numbers
used in the filename of the image sequence are converted into timecode and written
to the timecode track of the converted QuickTime files. (For more information, see
Required Image Sequence Filenaming.)
• If a directory containing DPX or Cineon image sequences has the reel number of those
sequences as its name (highly recommended), that number will be used as the reel
number of the converted QuickTime files.
When converting from Cineon and DPX to high definition or standard definition QuickTime
video (and vice versa), Color automatically makes all necessary color space conversions.
Log media is converted to linear, and Rec. 701 and 601 color spaces are taken into account.
For more information about options in the Render File Type, Resolution Presets, and
Export Codec pop-up menus, see Resolution and Codec Settings.
For this command to work properly, the project you’re importing the color corrections
from must have the same number of shots in the Timeline as the project you’re applying
the imported color corrections to. The shot numbers in each project are used to determine
which color correction is copied to which shot. For example, the color correction from
shot 145 in the source project is copied to shot 145 in the destination project.
To export a JPEG image of the frame at the current position of the playhead
1 Move the playhead to the frame you want to export.
2 Choose Export > JPEG Still.
3 Enter a name in the File field and select a directory using the Save Still As dialog.
Note: This defaults to the Still Store subdirectory inside the project bundle.
4 Click Save.
The frame is saved as a JPEG image to the location you selected. JPEG images are exported
with a frame size that matches the size of the Preview area of the Scopes window.
Before you start working on your project, take a moment to configure your Color working
environment and project settings in the Setup room.
The Setup room serves many purposes. It’s where you import media files, sort and manage
saved grades, organize and search through the shots used in your program, choose your
project’s render and broadcast safe settings, and adjust user preferences.
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By default, the file browser displays the contents of the default media directory when
Color opens.
For more information on how to use the file browser, see Importing Media Directly into
the Timeline. For more information on importing project data from other applications,
see Importing and Managing Projects and Media.
• Up Directory button: Moves to the next directory up the current file path.
• Home Directory button: Moves to the currently specified default media directory.
Underneath the thumbnail, information appears about the shot, including its name,
duration, resolution, frame rate, and timecode. If it’s an image sequence, its white point,
black point, and transfer mode metadata also appear. Depending on the type of media,
one or two buttons may appear at the bottom of the file browser.
Note: You cannot import media into locked projects. This includes any project sent from
Final Cut Pro.
This bin can be used for sorting the shots in your program using different criteria, selecting
a group of shots to apply an operation to, or selecting a shot no matter where it appears
in the Timeline. For more information, see:
• Shots Browser Controls
• Column Headers in the Shots Browser
• Customizing the Shots Browser
• Adding Notes to Shots in the Shots Browser
• Selecting Shots and Navigating Using the Shots Browser
• Icon View button: Click to put the shot area into icon view.
• List View button: Click to put the shot area into list view.
• Shots browser: Each shot in your project appears here, either as a thumbnail icon or as
an entry (in list view).
• Dark gray: The shot is not currently being viewed, nor is it selected.
• Light gray: The shot at the current position of the playhead is considered to be the
current shot and is highlighted with gray in both the Timeline (at the bottom of the
screen) and the Shots browser. The current shot is the one that's viewed and that is
corrected when the controls in any room are adjusted.
• Cyan: You can select shots other than the current shot. Selected shots are highlighted
with cyan in both the Timeline and the Shots browser. To save time, you can apply
grades and corrections to multiple selected shots at once.
To go to a specific shot
µ Enter a number in the Goto Shot field, then press Enter.
The list scrolls down to reveal the shot with that number, which is automatically selected,
and the playhead moves to the first frame of that shot in the Timeline.
Note: All searches are performed from the first character of data in the selected column,
read from left to right. The Find function is not case-sensitive.
Shots are sorted in descending order only. Numbers take precedence over letters, and
uppercase takes precedence over lowercase.
Note: Notes are saved within the subdirectory for that particular shot, within the /shots/
subdirectory inside that project bundle. Removing a note deletes the note file.
A grade, as described in Using the Color Interface, can contain one or more of the following
individual corrections:
• Primary
• Secondary
• Color FX
• Primary Out
For more information on saving and applying grades, see Saving Grades into the Grades
Bin.
• Project Name: The name of the project. This defaults to the name of the project file on
disk, but you can change it to anything you like. Changing the project name does not
change the name of the project file.
• Display LUT: A display LUT (look up table) is a file containing color adjustment
information that's typically used to modify the monitored image that's displayed on
the preview and broadcast displays. LUTs can be generated to calibrate your display
using hardware probes, and they also let you match your display to other characterized
imaging mediums, including digital projection systems and film printing workflows. If
you've loaded a display LUT as part of a color management workflow, this field lets you
see which LUT file is being used. For more information on LUT management, see
Monitoring Your Project.
The Broadcast Safe settings let you set up Color to limit the minimum and maximum
luma, chroma, and composite values of shots in your program. These settings are all
completely customizable to accommodate any QC standard and prevent QC violations.
• Broadcast Safe button: Turning on Broadcast Safe enables broadcast legalization for
the entire project, affecting both how it's displayed on your secondary display and
broadcast monitor and how it's rendered for final output. This button turns the following
settings on and off:
• Ceiling IRE: Specifies the maximum luma that's allowable, in analog IRE units. Signals
with luma above this limit will be limited to match this maximum value.
• Floor IRE: Specifies the minimum luma that's allowable, in analog IRE units. Signals
with luma below this limit will be limited to match this minimum value.
• Amplitude: This is not a limiting function. Instead, it lets you apply an adjustment to
the amplitude of the chroma. The default value of 0 results in no change.
Turn Broadcast Safe On, and Leave It Turned On While You Make Your Adjustments
The safest way to work (and the default behavior of new projects) is to simply turn
Broadcast Safe on at the beginning of your work, and leave it on throughout your entire
color correction pass. With practice, you can tell if a highlight or shadow is being crushed
too much by looking at the image on the monitor and watching for clumping exhibited
at the top and bottom of the graphs in the Waveform scope. If the image is being clipped
more than you prefer, you can make a correction to adjust the signal.
Turn Broadcast Safe Off While Making an Adjustment, Then Turn It Back On to Render
Output
If you leave Broadcast Safe on, illegal portions of the signal are always limited, and it
can be difficult to see exactly how much data is being clipped. When you're color
correcting media that was consistently recorded with super-white levels and high
chroma, you may find that it's sometimes a good idea to turn the Broadcast Safe settings
off while you do an initial color correction pass, so you can more easily see which parts
of the signal are out of bounds and make more careful judgments about how you want
to legalize it.
Note: Although Color doesn’t allow you to preview transition effects as you work, shots
that are joined by transitions are automatically rendered with handles in order to provide
the necessary overlap for the transitions to work. This is true whether or not you’ve set
handles greater than zero.
The state of each of these settings is automatically saved whenever they're changed. If
necessary, you can restore the settings to their original defaults.
• Default Project Dir.: The default directory where all new Color projects are saved. This
is also the default directory that appears in the dialogs for the Import EDL and Import
XML commands. Click the Browse button to choose a new directory.
• Default Media Dir.: The default directory for the file browser. This is also the default
media location used by the Import EDL and Import XML commands. Click the Browse
button to choose a new directory.
• Default Render Dir.: The default directory for media that's rendered by Color for export.
Click the Browse button to choose a new directory.
• Hue Wheel Angle: This parameter specifies the angle at which colors appear on the
color wheel of color controls in the Color interface and the corresponding angle at
which these colors are adjusted when using the joyballs of a control surface. This is
customizable in order to accommodate colorists who are used to working with different
systems:
• 122 is the default angle of red for DaVinci color correction systems, which corresponds
to the angle at which red appears on a Vectorscope. This is the default Color setting.
• 0 is the default angle of red for Pogle color correction systems, which corresponds
to the orientation of the controls of the older Mk III telecine.
• Encoder Sensitivity: This parameter controls the speed with which the rotation of knobs
on a control surface changes the value of their associated Color controls.
• Jog/Shuttle Sensitivity: This parameter controls the speed at which the playhead moves
relative to the amount of rotation that's applied to a control surface's Jog/Shuttle wheel.
• UI Saturation: This value controls how saturated the Color user interface controls appear.
Many colorists lower the UI saturation to avoid eye fatigue and the potential for biasing
one's color perception during sessions. UI saturation also affects the intensity of colors
displayed by the Scopes window when the Monochrome Scopes option is turned off.
• Frames/Seconds/Minutes/Hours: These buttons let you choose how time is displayed
in the Timeline ruler. They do not affect how time is represented in the other timecode
fields in Color.
• Show Shot Name: Turning this option on displays each shot's name in the Timeline.
• Show Shot Number: Turning this option on displays the shot number for each shot in
the Timeline.
• Show Thumbnail: With this setting turned on, single frame thumbnails appear within
every shot in the Timeline.
• Loop Playback: Turning this option on loops playback from the current In point to the
Out point of the Timeline. How this affects playback depends on how the Playback
Mode is set. For more information, see Switching the Playback Mode.
• Grade Complete color control: The color that's displayed in the Timeline render bar for
rendered shots. The default color is green.
• Grade Queued color control: The color that's displayed in the Timeline render bar for
shots that have been added to the Render Queue, but that are not yet rendered. The
default color is yellow.
• Limit Shadow Adjustments: When this option is turned on, a falloff is applied to the
Shadows color and contrast adjustments such that 0 percent values (pure black) receive
100 percent of the correction, while 100 percent values (pure white) receive 0 percent
of the correction. When this option is turned off, adjustments made to the Shadows
color and contrast controls are applied uniformly to the entire image.
• Show Control Surface Dialog: Turning this option on immediately opens the Control
Surface Startup dialog, from which you can choose a Color-compatible control surface
with which to work. While this option is turned on, the Control Surface Startup dialog
appears every time you open Color. If you don't have a control surface, turn this option
off.
• Enable Proxy Support: Turning this button on enables the use of lower-resolution
substitute media, called proxies, in place of the source media in your project. Using
proxies increases playback, grading, and rendering performance, although your shots
are displayed at lower quality. If you’re grading DPX or Cineon media, proxies may only
be used once they've been generated; proxies are generated using the same format
as the source media. (For more information on how to generate proxies, see Generating
and Deleting Proxies.)
If you’re grading native RED QuickTime media, you can turn on proxy resolutions at
any time, without the need to generate proxy media; they’re generated on the fly.
Note: In all cases, while resolution may be reduced, proxies are completely
color-accurate.
• Render Proxy pop-up menu: Lets you choose a proxy resolution with which to render
your output media. This can be useful if you want to quickly render a set of media to
test the return trip of a roundtrip workflow. This menu defaults to Half Resolution and,
in most cases, should be left at that setting.
• Grading Proxy pop-up menu: Lets you choose a proxy resolution to use while adjusting
the controls in any of the rooms. This increases the interactivity of the user interface
and the speed with which the image being worked on updates while you adjust different
grading controls. When you finish making an adjustment, the image goes back to its
full resolution.
• Playback Proxy pop-up menu: Lets you choose a proxy resolution to use during playback,
increasing your playback frame rate by lowering the quality of the image. When playback
stops, the image goes back to its full resolution.
To delete all the proxies that have been generated for a project
µ Choose File > Proxies > Delete Proxies.
Important: The proxy mechanism is not available for projects using QuickTime files, unless
they’re native RED QuickTime media. Native RED QuickTime media uses the proxy
mechanism, but proxies are generated on the fly, so you don’t have to use the Generate
Proxies command.
• Video Output pop-up menu: The options in this pop-up menu correspond to the video
output options available to the broadcast video interface that's installed on your
computer. Choose Disabled to turn off video output altogether.
Note: Currently, Digital Cinema Desktop previews and Apple FireWire output are not
available for monitoring the output from Color.
• Internal Pixel Format pop-up menu: The options available in this pop-up menu depend
on the graphics card you have installed in your computer. The option you choose from
this pop-up menu determines the bit depth Color uses for the internal processing of
color, both during real-time playback and when rendering the final output. Bit depth
is expressed as the number of bits per color channel and describes the total number
of values used to display the range of color by every pixel of an image. Higher bit depths
result in a higher-quality image, but are more processor-intensive to play back and
render.
At 8- through 16-bit, out-of-range image data (luma or chroma going below the Floor
IRE or above the Ceiling IRE of the Broadcast Safe settings, or below 0 and above 110 if
Broadcast Safe is turned off ) is clipped as your image goes from one room to another.
Out-of-range image data is also clipped as the image is handed off from one node to
another in the Color FX room.
If you set the Internal Pixel Format to Floating Point, out-of-range image data is still
clipped as it moves from the Primary In room to the Secondaries room, and from the
Secondaries room to the Color FX room. However, starting with the Color FX room,
out-of-range image values are preserved as image data is handed off from node to
node. Furthermore, out-of-range image data is preserved when the image goes from
the Color FX room to the Primary Out room.
Here’s an example of how this works. At 16 bit, if you raise the highlights of an image
beyond 110 percent in the Color FX room, then lower the highlights in the Primary Out
room, your highlights stay clipped.
Original image Signal clipped in Color FX room Still clipped in Primary Out room
when signal is compressed
At Floating Point, if you raise the highlights beyond 110 percent, and then lower them
again in the Primary Out room, all of the image data is retrievable.
For more information about bit depth, see How Do Bit Depth and Channel Data
Correspond?
However, this isn't the whole story. How much of the available numeric range is actually
used depends on how the image data is encoded.
• Full Range: Image data using the RGB color space encodes each color channel using
the full numeric range that's available. This means that 8-bit video color channels use
a value in the range of 0–255 and 10-bit channels use a range of 1–1023.
• Studio Range: 8- and 10-bit video image data that's stored using the Y′CBCR color space
uses a range of values for each channel. This means that a subset of the actual range
of available values is used, in order to leave the headroom for super-black and
super-white that the video standard requires.
For example, the luma of 8-bit Y′CBCR uses the range of 16–236, leaving 1–15 and
235–254 reserved for headroom in the signal. The luma of 10-bit Y′CBCR uses the range
of 64–940, with 4–63 and 941–1019 reserved for headroom.
Furthermore, the lowest and highest values are reserved for non-image data, and the
chroma components (CB and CR) use a wider range of values (16–240 for 8-bit video,
and 64–960 for 10-bit video).
The equipment and methods with which you monitor your work are critical to producing
an accurate result.
Using two displays, the Scopes window is viewed on the second one, occupying its own
display. Using one display, the Scopes window shares the screen with the Color window.
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µ Press Command-Shift-0 to switch between both modes.
The Scopes window provides a preview display of the image that you’re working on, and
it can also show either two (in single-display mode) or three (in dual-display mode) video
scopes to aid you in image evaluation. For more information, see Analyzing Signals Using
the Video Scopes.
The preview display shows you either the frame at the current position of the playhead
in the Timeline, as it appears with all the corrections you’ve applied in all rooms (unless
you choose Grade > Disable Grade), or the currently enabled Still Store image. Whichever
image is shown in the preview display is mirrored on the broadcast monitor that’s
connected to the video output of your computer. The preview display is also affected by
LUTs that you import into your Color project.
Note: The only other time the current frame is not displayed is when one of the alternate
secondary display methods is selected in the Previews tab of the Secondaries room. For
more information, see Controls in the Previews Tab.
The preview display in the Scopes window can be switched between full- and
partial-screen modes.
Many users opt to use the preview display as an evaluation monitor, especially when
grading scanned film in a 2K workflow, but you need to make sure that you’re using a
monitor capable of displaying the range of contrast and color necessary for maintaining
accuracy to your facility’s standards. Also, success depends on proper monitor calibration,
combined with color profiling and simulation of the eventual film output using LUT
management. (See What Is a LUT? for more information.)
Color will process and output your video at whatever bit depth you select. However, most
broadcast video interfaces max out at 10-bit resolution. For maximum quality while
monitoring, you should set the Internal Pixel Format to the highest bit depth you want
to work at and make sure the Video Output pop-up menu is set to a 10-bit option.
Note: Video noise and film grain often minimize the types of artifacts caused by color
correction operations at low bit depths, so the advantages of working at higher bit depths
are not always obvious to the naked eye.
Monitoring at high bit depths is processor-intensive, however, and can reduce your
real-time performance. For this reason, you also have the option of lowering the bit depth
while you work and then raising it when you’re ready to render the project’s final output.
For more information about the monitoring options available in the User Prefs tab, see
Playback, Processing, and Output Settings.
You should choose carefully based on your budget and needs, but important characteristics
for critical color evaluation include:
• Compatibility with the video formats you’ll be monitoring
• Compatibility with the video signal you’ll be monitoring, such as Y′PBPR, SDI, HD-SDI,
or HDMI
• Suitable black levels (in other words, solid black doesn’t look like gray)
• A wide contrast range
• Appropriate brightness
• User-selectable color temperature
• Adherence to the Rec. 601 (SD) or 709 (HD) color space standards as appropriate
• Proper gamma (also defined by Rec. 709)
• Controls suitable for professional calibration and adjustment
These precautions will help to prevent eye fatigue and inadvertent color biasing while
you work and will also maximize the image quality you’ll perceive on your display.
For more information on adjusting a monitor using color bars, see Calibrating Your
Monitor.
All these variables inevitably result in significant color variation for any image going from
one viewing environment to another. One solution to this is calibration using LUTs.
What Is a LUT?
Simply put, look up tables (LUTs) are precalculated sets of data that are used to adjust
the color of an image being displayed with the gamut and chromaticity of device A to
match how that image would look using the gamut and chromaticity of device B.
The gamut of a particular device represents the total range of colors that can be displayed
on that device. Some types of displays are capable of displaying a greater range of colors
than others. Furthermore, different video and film standards specify different gamuts of
color, such that colors that are easily represented by one imaging medium are out of
bounds for another. For example, film is capable of representing far more color values
than the broadcast video standard.
While the chromaticity diagram shown above is useful for comparing displays on paper,
to truly represent the hue (color), saturation (intensity of color), and lightness (luminance
from black to white) that defines a complete gamut, you need to use a 3D color space.
When extruded into 3D space, the gamut and chromaticity of different devices create
different shapes. For example, the standard RGB color space can be represented with a
simple cube (as seen in the ColorSync Utility application):
To accurately transform one device’s gamut to match that of another involves literally
projecting its gamut into a 3D representation and then mathematically changing its shape
to match that of the other device or standard. This process is referred to as characterizing
a device and is the standard method used by the color management industry. Once
calculated, the method of transformation is stored as a 3D LUT file.
Once a device has been characterized and the necessary LUT has been calculated, the
hard computational work is done, and the LUT can be used within Color to modify the
output image without any significant impact on real-time performance.
Generating LUTs
There are several ways you can generate a LUT.
If you’re creating a LUT to bring another type of display into line with broadcast standards
(such as a digital projector), you’ll then use additional software to modify the calibration
LUT to match the target display characteristics you require.
This process typically involves printing a test image to film at the lab and then analyzing
the resulting image to generate a target LUT that, together with your display’s calibration
LUT (derived using a monitor probe and software on your system), is used to generate a
third LUT, which is the one that’s used by Color for monitoring your program as you work.
You can also export a grade as a “look” LUT to see how a particular correction will affect
a digitally recorded image while it’s being shot. To do this, the crew must be using a field
monitor capable of loading LUTs in the .mga format.
Important: If your project is already using a LUT when you export a new one, the currently
loaded LUT is concatenated with your adjustments, and the combination is exported as
the new LUT.
Using LUTs
All LUTs used and generated by Color are 3D LUTs. Color uses the .mga LUT format
(originally developed by Pandora), which is compatible with software by Rising Sun
Research, Kodak, and others. If necessary, there are also applications available to convert
LUTs from one format into another.
To use a LUT
1 Choose File > Import > Display LUT.
2 Select a LUT file using the Load LUT dialog, then click Load.
Note: By default, LUTs are saved to the /Users/username/Library/Application
Support/Color/LUTs directory.
The LUT immediately takes effect, modifying the image as it appears on the preview and
broadcast displays. LUTs that you load are saved in a project’s settings until you specifically
clear the LUT from that project.
To share a LUT with other Color users, you must provide them with a copy of the LUT file.
For ease of use, it’s best to place all LUT files into the /Users/username/Library/Application
Support/Color/LUTs directory.
When you enable the Still Store, the full-screen or split-screen image is sent to both the
preview and broadcast displays. To go back to viewing the frame at the position of the
playhead by itself, you need to disable the Still Store.
Enabled Still Store images are analyzed by the video scopes, and they are affected by
LUTs. For more information on using the Still Store, see The Still Store.
The Timeline provides you with an interface for navigating through your project, selecting
shots to grade, and limited editing.
The Timeline and the Shots browser (in the Setup room) both provide ways of viewing
the shots in your project. The Shots browser gives you a way to nonlinearly sort and
organize your shots, while the Timeline provides a sequential display of the shots in your
program arranged in time. In this chapter, you’ll learn how to use the Timeline to navigate
and play through the shots in your program, as well as how to perform simple edits.
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Basic Timeline Elements
The Timeline is divided into a number of tracks that contain the shots, grades, and
keyframes used by your program.
• Render bar: The render bars above the Timeline ruler show whether or not a shot is
unrendered (red), or has been rendered (green).
• Timeline ruler: Shows a time scale for the Timeline. Dragging within the Timeline ruler
lets you move the playhead, scrubbing through the program.
• Playhead: Shows the position of the currently displayed frame in the Timeline. The
position of the playhead also determines the current shot that’s being worked on.
• Video tracks and shots: Each shot in the program is represented within one of the video
tracks directly underneath the Timeline ruler. Color only allows you to create up to five
video tracks when you’re assembling a project from scratch, but will accommodate
however many superimposed video tracks there are in imported projects.
Note: Color does not currently support compositing operations. During playback,
superimposed clips take visual precedence over clips in lower tracks.
• Track resize handles: The tracks can be made taller or shorter by dragging their resize
handles up or down.
• Lock icon: The lock icon shows whether or not a track has been locked.
• Grades tracks: Color allows you to switch among up to four primary grades applied to
each shot. This option lets you quickly preview different looks applied to the same shot,
without losing your previous work. Each grade is labeled Grade 1–4.
Three settings in the User Prefs tab of the Setup room let you customize the way shots
appear in the Timeline.
• Show Shot Name: Turning this on displays each shot’s name in the Timeline.
• Show Shot Number: Turning this on displays each shot’s number in the Timeline.
• Show Shot Thumbnail: With this setting turned on, single frame thumbnails appear
within every shot in the Timeline.
To resize all video tracks, the grades track, or the keyframe graph
µ Drag the center handle of the gray bar at the bottom of any track in the Timeline until
all tracks are the desired height.
Note: The next time you resize all video tracks together, individually resized tracks snap
to match the newly adjusted track size.
Note: The tracks of imported XML projects are automatically locked. For the best roundtrip
results, these tracks should not be unlocked.
Tip: Prior to exporting a project from Final Cut Pro, you can export a self-contained
QuickTime movie of the entire program and superimpose it over the other clips in your
edited sequence. Then, when you export the project to Color, you can turn this “reference”
version of the program on and off using track visibility whenever you want to have a look
at effects or color corrections that were created during the offline edit.
To add a track
µ Control-click or right-click anywhere within a track, then choose New Track from the
shortcut menu.
To remove a track
µ Control-click or right-click anywhere within a track, then choose Remove Track from the
shortcut menu.
Note: You cannot remove the bottom track.
As you move the playhead through the Timeline, the controls and parameters of all rooms
automatically update to match the grade of the current shot at the position of the
playhead.
If there is more than one shot stacked in multiple video tracks at any point in the Timeline,
the topmost shot becomes the current shot except in the following two cases:
• Shots on hidden tracks cannot become the current shot. If there’s a superimposed shot
that doesn’t let you expose the settings of a shot underneath, you can hide the
superimposed track.
• Offline shots are invisible, and any shots appearing underneath in the Timeline
automatically have their settings exposed in the Color interface.
Timeline Playback
In general, the purpose of playback in Color is to preview how your various corrections
look when the shot you’re working on is in motion or how the grades that are variously
applied to a group of clips look when they’re played together. For this reason, playback
works somewhat differently than in applications like Final Cut Pro.
Important: When you start playback, you enter a mode in which you’re unable to work
with the Color controls until you stop playback.
Shot Mode
Shot mode is the default playback method. Whenever the playhead moves to a new shot,
the Timeline In and Out points are automatically changed to match that shot’s Project In
and Project Out points. As a result, playback is constrained to just that shot. If Loop
Playback is turned on, the playhead will loop repeatedly over the current shot until
playback is stopped.
Note: You can still click other shots in the Timeline to select them, but the In and Out
points don’t change until the playhead is moved to intersect another shot.
Movie Mode
When you first enter movie mode, the Timeline In point is set to the first frame of the
first shot in the Timeline, and the Out point is set to the last frame of the last shot. This
allows you to play through as many shots as you like, previewing whole scenes of your
project. While in movie mode, you can also set your own In and Out points wherever you
want, and they won’t update when you move the playhead to another shot.
Loop Playback
If Loop Playback is turned on, the playhead jumps back to the In point whenever it reaches
the Out point during playback.
How far you can zoom in to the Timeline depends on what units the Timeline ruler is set
to display. The larger the units the Timeline is set to display, the farther you can zoom
out. For example, in order to view more shots in the Timeline simultaneously, you can
zoom out farther when the Timeline ruler is set to Minutes than when it’s set to Frames.
Note: Zooming using the mouse allows you to zoom in or out as far as you want to go;
the Timeline ruler’s units change automatically as you zoom.
To fit every shot of your program into the available width of the Timeline
µ Press Shift-Z.
When there are more tracks than can be displayed within the Timeline at once, small
white arrows appear either at the top, the bottom, or both, to indicate that there are
hidden tracks in the direction that’s indicated.
When this happens, you can scroll vertically in the Timeline using the middle mouse
button.
To scroll around the Timeline horizontally or vertically without moving the playhead
Do one of the following:
µ Middle-click and drag the contents of the Timeline left, right, up, or down.
µ To scroll more quickly, hold down the Option key while middle-clicking and dragging.
Note: You can also select shots using the Shots browser. For more information, see Using
the Shots Browser.
Important: If the current shot at the position of the playhead is not selected, it will not
be automatically included in the selection when you apply saved corrections or grades
from a bin.
These four grades let you store different looks for the same shot. For example, if you’ve
created a satisfactory grade, but you or your client would like to try “one other thing,”
you can experiment with up to three different looks, knowing that you can instantly recall
the original, if that’s what’s ultimately preferred.
Only one grade actually affects a shot at a time—whichever grade is selected in the
Timeline is the grade you will see on your preview and broadcast displays. All unselected
grades are disabled. For more information on creating and managing grades, see Managing
Corrections and Grades.
By default, each shot in a new project starts off with a single empty grade, but you can
add another one at any time.
• Project In and Project Out: Defines the location of the shot in the Timeline.
• Trim In and Trim Out: Defines the portion of source media that’s actually used in the
project, relative to the total available duration of the source media file on disk. The
Trim In and Trim Out timecodes cannot be outside the range of Source In and Source
Out parameters.
• Source In and Source Out: Defines the start and end points of the original source media
on disk. If Trim In is equal to Source In and Trim Out is equal to Source Out, there are
no unused handles available in the source media on disk—you are using all available
media.
• Frame Rate pop-up menu: This pop-up menu lets you set the frame rate of each clip
individually. This setting overrides the Frame Rate setting in the Project Settings tab.
For most projects using source media in the QuickTime format, this should be left at
the default settings. For projects using DPX image sequences as the source media, this
pop-up menu lets you change an incorrect frame rate in the DPX header data.
• Override Header Settings: Selecting this button enables the Printing Density pop-up
menu to be manually changed, so that you can override the printing density settings
in the DPX header for the current shot.
• Printing Density pop-up menu: This pop-up menu is initially disabled, displaying the
numeric range of values that 0 percent black and 100 percent white are mapped to in
the source media. There are three options:
• Film (95 Black - 685 White : Logarithmic)
• Video (65 Black - 940 White : Linear)
• Linear (0 Black - 1023 White)
If you’re working with logarithmic DPX and Cineon film scans, the default black point
is typically 95, and the default white point is typically 685. When you first load a project
that uses scanned film media, it’s important to make sure that the Black Point and
White Point settings aren’t filled with spurious data. Check with your lab to verify the
appropriate settings, and if the settings in your source media don’t match, turn on
Override Header Settings, and then choose a new printing density from this pop-up
menu. For more information, see Choosing Printing Density When Rendering DPX
Media.
• DeInterlace: Selecting this button lets you individually deinterlace clips. This setting
overrides the Deinterlace Renders and Deinterlace Previews settings in the Project
Settings tab. When DeInterlace is turned on, both video fields are averaged together
to create a single frame.
• Copy To All: Copies the current header settings to every single shot in the Timeline.
This is useful if you find that the header data for all of the film scan media your program
uses is incorrect. Use this with extreme caution.
• Copy To Selected: Copies the current header settings to all currently selected shots in
the Timeline. Useful if your project consists of a variety of scanned media from different
sources with different header values.
However, if you’re working on a project where these issues aren’t important, you can use
editing tools and commands in Color to edit shots in unlocked tracks in the Timeline.
Tip: If you need to make an editorial change, you can always reedit the original sequence
in Final Cut Pro, export a new XML file, and use the Reconform command to update the
Color Timeline to match the changes you made.
Select Tool
The Select tool is the default state of the pointer in Color. As the name implies, this tool
lets you select shots in the Timeline, move them to another position in the edit, or delete
them.
It’s a good idea to reselect the Select tool immediately after making edits with any of the
other tools, to make sure you don’t inadvertently continue making alterations in the
Timeline that you don’t intend.
Roll Tool
The Roll tool lets you adjust the Out point and In point of two adjacent shots
simultaneously. If you like where two shots are placed in the Timeline, but you want to
change the cut point, you can use the Roll tool. No shots move in the Timeline as a result;
only the edit point between the two shots moves. This is a two-sided edit, meaning that
two shots’ edit points are affected simultaneously; the first shot’s Out point and the next
shot’s In point are both adjusted by a roll edit. However, no other shots in the sequence
are affected.
Note: When you perform a roll edit, the overall duration of the sequence stays the same,
but both shots change duration. One gets longer while the other gets shorter to
compensate. This means that you don’t have to worry about causing sync problems
between linked shot items on different tracks.
A B C
Before edit
A B C
After edit
In the example above, shot B gets shorter while shot C becomes longer, but the combined
duration of the two shots stays the same.
Ripple Tool
A ripple edit adjusts a shot’s In or Out point, making that shot longer or shorter, without
leaving a gap in the Timeline. The change in duration of the shot you adjusted ripples
through the rest of the program in the Timeline, moving all shots that are to the right of
the one you adjusted either earlier or later in the Timeline.
A ripple edit is a one-sided edit, meaning that you can only use it to adjust the In or Out
point of a single shot. All shots following the one you’ve adjusted are moved—to the left
if you’ve shortened it or to the right if you’ve lengthened it. This is a significant operation
that can potentially affect the timing of your entire program.
A B C
Before edit
A B C
After edit
Important: Ripple edits can be dangerous if you are trying to maintain sync between
your program in Color and the original audio in the Final Cut Pro sequence or source EDL
that is being mixed somewhere else entirely, since the shots in your Color project may
move forward or backward while the externally synced audio doesn’t.
Slip Tool
Performing a slip edit doesn’t change a shot’s position or duration in the Timeline; instead
it changes what portion of that shot’s media appears in the Timeline by letting you change
its In and Out points simultaneously.
00:00:10:00 00:00:30:00
A B C
Before edit
00:00:17:00 00:00:37:00
A B C
After edit
In the example above, the slip edit changes the In and Out points of shot B, but not its
duration or position in the sequence. When the sequence plays back, a different portion
of shot B’s media will be shown.
Split Tool
The Split tool lets you add an edit point to a shot by cutting it into two pieces. This edit
point is added at the frame you click in the Timeline. This can be useful for deleting a
section of a shot or for applying an effect to a specific part of a shot.
Splice Tool
Whenever you cut a shot with the Split tool, the original shot is split into two shots
separated by a through edit. There is no visual indication of through edits in the Color
Timeline, but any edit point that splits an otherwise contiguous range of frames is
considered to be a through edit, which can be joined back together with the Splice tool.
Joining two shots separated by a through edit merges them back into a single shot. You
cannot join two shots that aren’t separated by a through edit; if you try you’ll simply get
a warning message.
Important: When you splice two shots that have different grades and corrections, the
grades and corrections of the shot to the left overwrite those of the shot to the right.
Important: When you splice two shots that have different grades and corrections, the
grades and corrections of the shot to the left overwrite those of the shot to the right.
Snapping
When snapping is on, clips “snap to” the 00:00:00:00 time value in the Timeline.
In addition to a well-calibrated broadcast display, video scopes provide a fast and accurate
way to quantitatively evaluate and compare images.
Color provides most of the video scope displays that you’d find in other online video and
color correction suites and includes a few that are unique to software-based image
analysis. Together, these scopes provide graphic measurements of the luma, chroma,
and RGB levels of the image currently being monitored, helping you to unambiguously
evaluate the qualities that differentiate one shot from another. This feature lets you make
more informed decisions while legalizing or comparing shots in Color.
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• The Luma Histogram
• The 3D Scope
• The RGB Color Space
• The HSL Color Space
• The Y′CBCR Color Space
• The IPT Color Space
The location where the video scopes appear depends on whether Color is configured to
single- or dual-display mode:
• In single-display mode: Two video scopes are displayed underneath the video preview
in the Scopes window, which is positioned to the left of the Color interface window.
Using this method, every pixel contributes to the final analysis of the image. In tests,
the graphs produced by the Color video scopes closely match those produced by
dedicated video scopes and are extremely useful as an aid to evaluating and matching
shots while you work in Color. However, you should be aware that the Color analysis is
still an approximation of the total data. Dedicated video scopes are still valuable for
critical evaluation.
Note: If you’re concerned about catching stray out-of-gamut pixels while you make
adjustments for QC purposes, you can turn on the Broadcast Safe settings to protect
yourself from QC violations. For more information, see Broadcast Safe Settings.
Tip: You can turn off Update Primary Display to improve playback performance.
Some scopes can be switched among different modes.
You can zoom in to all scopes to get a closer look at the graph.
The 3D video scopes can also be rotated in space so that you can view the analysis from
any angle.
What Is a Waveform?
To create a waveform, Color analyzes lines of an image from left to right, with the resulting
values plotted vertically on the waveform graticule relative to the scale that’s used—for
example, –20 to 110 IRE (or –140 to 770 mV) on the Luma graph. In the following image,
a single line of the image is analyzed and plotted in this way.
Because the waveform’s values are plotted in the same horizontal position as the portion
of the image that’s analyzed, the waveform mirrors the image to a certain extent. This
can be seen if a subject moves from left to right in an image while the waveform is playing
in real time.
With all the waveform-style scopes, high luma or chroma levels show up as spikes on the
waveform, while low levels show up as dips. This makes it easy to read the measured
levels of highlights or shadows in the image.
Note: To better illustrate the Parade scope’s analysis, the examples in this section are
shown with Broadcast Safe disabled so that image values above 100 percent and below
0 percent won’t be clipped.
The Parade scope also lets you spot color channels that are exceeding the chroma limit
for broadcast legality, if the Broadcast Safe settings are turned off. This can be seen in
waveforms of individual channels that either rise too high or dip too low.
This can make it easier to spot the relative differences or similarities in overlapping areas
of the three color channels that are supposed to be identical, such as neutral whites,
grays, or blacks.
Another feature of this display is that when the video scopes are set to display color (by
turning off the Monochrome Scopes parameter), areas of the graticule where the red,
green, and blue waveforms precisely overlap appear white. This makes it easy to see
when you’ve eliminated color casts in the shadows and highlights by balancing all three
channels.
The difference between the highest peak and the lowest dip of the Luma scope’s graticule
shows you the total contrast ratio of the shot, and the average thickness of the waveform
shows its average exposure. Waveforms that are too low are indicative of images that are
dark, while waveforms that are too high may indicate overexposure.
Overexposed waveform
If you’re doing a QC pass of a program with the Broadcast Safe settings turned off, you
can also use the scale to easily spot video levels that are over and under the recommended
limits.
For example, the following graph shows extremely saturated chroma within the image:
When you turn Broadcast Safe on with the default Chroma Limit value of 50, you can see
that the high chroma spikes have been limited to 50.
If the Monochrome Scopes option is turned off in the User Prefs tab of the Setup room,
then the points of the graph plotted by the Vectorscope will be drawn with the color
from that part of the source image. This can make it easier to see which areas of the graph
correspond to which areas of the image.
These targets also correspond to the angles of hue in the color wheels surrounding the
Color Balance controls in the Primary In and Out and Secondaries rooms. If the hues of
two shots you’re trying to match don’t match, the direction and distance of their offset
on the Vectorscope scale give you an indication of which direction to move the balance
control indicator to correct for this.
At a zoom percentage of 75 percent, the color targets in the Vectorscope are calibrated
to line up for 75 percent color bars. Zooming out to 100 percent calibrates the color
targets to 100 percent color bars. All color is converted by Color to RGB using the Rec.
709 standard prior to analysis, so color bars from both NTSC and PAL source video will
hit the same targets.
Note: If Broadcast Safe is turned on, color bars’ plots may not align perfectly with these
targets.
The I bar (positive I bar) overlay in the Vectorscope is also identical to the skin tone line
in Final Cut Pro. It’s helpful for identifying and correcting the skin tones of actors in a shot.
When recorded to videotape and measured on a Vectorscope, the hues of human skin
tones, regardless of complexion, fall along a fairly narrow range (although the saturation
and brightness vary). When there’s an actor in a shot, you’ll know whether or not the skin
tones are reproduced accurately by checking to see if there’s an area of color that falls
loosely around the I bar.
If the skin tones of your actors are noticeably off, the offset between the most likely nearby
area of color in the Vectorscope graph and the skin tone target will give you an idea of
the type of correction you should make.
When troubleshooting a video signal, the correspondence between the Inphase and
+Quadrature components of the color bars signal and the position of the –I and Q bars
shows you whether or not the components of the video signal are being demodulated
correctly.
The Histogram
The Histogram provides a very different type of analysis than the waveform-based scopes.
Whereas waveforms have a built-in correspondence between the horizontal position of
the image being analyzed and that of the waveform graph, histograms provide a statistical
analysis of the image.
Histograms work by calculating the total number of pixels of each color or luma level in
the image and plotting a graph that shows the number of pixels there are at each
percentage. It’s really a bar graph of sorts, where each increment of the scale from left
to right represents a percentage of luma or color, while the height of each segment of
the histogram graph shows the number of pixels that correspond to that percentage.
The Luma histogram can be very useful for quickly comparing the luma of two shots so
you can adjust their shadows, midtones, and highlights to match more closely. For
example, if you were matching a cutaway shot to the one shown above, you can tell just
by looking that the image below is underexposed, but the Histogram gives you a reference
for spotting how far.
The 3D Scope
This scope displays an analysis of the color in the image projected within a 3D area. You
can select one of four different color spaces with which to represent the color data.
In this way, every color that can be represented in Color can be assigned a point in three
dimensions using hue, saturation, and lightness to define each axis of space.
In this way, darker colors lie at the bottom of the interior, while lighter colors lie at the
top. More saturated colors lie closer to the outer sides of the shape, while less saturated
colors fall closer to the center of the interior.
If you turn on the Broadcast Safe settings, the distribution of color throughout the Y′CBCR
color space becomes constricted.
While the RGB, HSL, and Y′CBCR color spaces present three-dimensional analyses of the
image that are mathematically accurate, and allow you to see how the colors of an image
are transformed from one gamut to another, they don’t necessarily show the distribution
of colors as your eyes perceive them. A good example of this is a conventionally calculated
hue wheel. Notice how the green portion of the hue wheel presented below seems so
much larger than the yellow or red portion.
In the IPT color space, I corresponds to the vertical axis of lightness (desaturated black
to white) running through the center of the color space. The horizontal plane is defined
by the P axis, which is the distribution of red to green, and the T axis, which is the
distribution of yellow to blue.
The color channel values that are used to analyze the selected pixel change depending
on which color space the 3D scope is set to. For example, if the 3D scope is set to RGB,
then the R, G, and B values of each selected pixel will be displayed. If the 3D scope is
instead set to Y′CBCR, then the Y′, CB, and CR values of the pixel will be displayed.
You can choose different samples for each shot in the Timeline, and the position of each
shot’s sampling crosshairs is saved as you move the playhead from clip to clip. This makes
it easy to compare analogous colors in several different shots to see if they match.
Note: These controls are visible only when the 3D scope is occupying an area of the
Scopes window.
2 Click or drag within the image preview area to move the color target to the area you
want to analyze.
As you drag the color target over the image preview, four things happen:
• The color swatch updates with that color.
• The H, S, and L values of the currently analyzed pixel are displayed to the right of the
currently selected swatch.
The Primary In room provides your main interface for color correcting each shot. For every
shot, this is where you begin, and in many cases this may be all you need.
Simply speaking, primary corrections are color corrections that affect the entire image at
once. The Primary In room provides a variety of controls that will be familiar to anyone
who’s worked with other image editing and color correction plug-ins and applications.
Each of these controls manipulates the contrast and color in the image in a different way.
Note: Many of the controls in the Primary In room also appear in the Secondaries and
Primary Out rooms, in which they have identical functionality.
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• To adjust color in the highlights and midtones to correct for unwanted color casts due
to a video camera's incorrect white balance settings, or lighting that was inappropriate
for the type of film stock that was used.
• To make changes to the overall color and contrast of an image in order to change the
apparent time of day. For example, you might need to alter a shot that was
photographed in the late afternoon to look as if it were shot at high noon.
• To adjust the color and contrast of every shot in a scene so that there are no irregularities
in exposure or color from one shot to the next.
All these tasks and more can be performed using the tools that are available in the Primary
In room. In fact, when working on shows that require relatively simple corrections, you
may do all your corrections right here, including perhaps a slight additional adjustment
to warm up or cool down the image for purely aesthetic purposes. (On the other hand,
you can also perform different stages of these necessary corrections in other rooms for
organizational purposes. For more information about how to split up and organize
corrections in different ways, see Managing a Shot’s Corrections Using Multiple Rooms.)
The Primary In room also lets you make specific adjustments. Even though the Primary
In room applies corrections to the entire image, you can target these corrections to specific
aspects of the picture. Many of the controls in the Primary In room are designed to make
adjustments to specific regions of tonality. In other words, some controls adjust the color
in brighter parts of the picture, while other controls only affect the color in its darker
regions. Still other types of controls affect specific color channels, such that you can lower
or raise the green channel without affecting the red or blue channels.
Although luma was originally a video concept, you can manipulate the luma component
of images using the contrast controls in Color no matter what the originating format.
These controls let you adjust the lightness of an image more or less independently of its
color.
Low-contrast images, on the other hand, have a narrower distribution of values from the
black point to the white point.
The Shadows, Midtones, and Highlights contrast sliders let you make individual
adjustments to each of the three defining characteristics of contrast.
Note: Contrast adjustments made with the primary contrast sliders can affect the saturation
of the image. Raising luma by a significant amount can reduce saturation, while reducing
luma can raise image saturation. This behavior is different from that of the Color Corrector
3-way filter in Final Cut Pro, in which changes to contrast have no effect on image
saturation.
Output: 0.00h 0.00s 0.001 Output: 0.00h 0.00s 0.501 Output: 0.00h 0.00s 1.001
Each slider is a vertical gradient. Dragging down lowers its value, while dragging up raises
its value. A blue bar shows the current level at which each slider is set, while the third
number in the Output display (labeled L) below each color control shows that slider's
numeric value. Contrast adjustment is a big topic. For more information, see:
• Adjusting the Black Point with the Shadow Slider
• Adjusting the Midtones with the Midtone Slider
• Adjusting the White Point with the Highlight Slider
• Expanding and Reducing Image Contrast
• Contrast Affects Color Balance Control Operation
When you’re using a control surface, the Encoder Sensitivity parameter in the User Prefs
tab of the Setup room lets you customize the speed with which these controls make
adjustments. For more information, see Control Surface Settings.
You'll probably leave the Limit Shadow Adjustments control turned on for most of your
projects, since this setting gives you the most control over image contrast (and color, as
you'll see later) in your programs.
Lowering the blacks even more, (called crushing the blacks because no pixel can be darker
than 0 percent), creates even higher-contrast looks. Crushing the blacks comes at the
expense of losing detail in the shadows, as larger portions of the image become uniformly
0 percent black. This can be seen clearly in the black portion of the gradient at the bottom
of the image.
Note: Even if Limit Shadow Adjustments is turned on, you can still make lift adjustments
to the image using the Master Lift parameter in the Basic tab. See Master Contrast Controls.
Next, the Midtone slider is raised. The image has clearly lightened, and much more of the
picture is in the highlights. Yet the deepest shadows remain rich and dark, and the detail
in the highlights isn't being lost since the highlights are staying at their original level.
Again, the top and bottom of the gradient's slope in the Waveform Monitor remain more
or less in place, but this time the slope curves upward.
Note: Even though midtones adjustments leave the black and white points at 0 and 100
percent respectively, extreme midtones adjustments will still crush the blacks and flatten
the whites, eliminating detail in exchange for high-contrast looks.
If the image is too dark and the highlights seem lackluster, you can raise the Highlight
slider to brighten the highlights, while leaving the shadows at their current levels. Notice
that the black point of the gradient's slope in the Waveform Monitor remains at 0 percent
after the adjustment.
Note: In this example, Broadcast Safe has been turned off, and you can see the white
level of the gradient clipping at the maximum of 109 percent.
Overly bright highlights are often the case with images shot on video, where super-white
levels above the broadcast legal limit of 100 percent frequently appear in the source
media (as seen in the previous example). If left uncorrected, highlights above 100 percent
will be clipped by the Broadcast Safe settings when they're turned on, resulting in a loss
of highlight detail when all pixels above 100 percent are set to 100 percent.
By lowering the white point yourself, you can bring clipped detail back into the image.
Note: Values that are clipped or limited by Color are preserved internally and may be
retrieved in subsequent adjustments. This is different from overexposed values in source
media, which, if clipped at the time of recording, are lost forever.
For this reason, you may find yourself compensating for a Highlight slider adjustment's
effect on the midtones of your image by making a smaller inverse adjustment with the
Midtone slider.
The suitable white point for your particular image is highly subjective. In particular, just
because something is white doesn't mean that it's supposed to be up at 100 percent.
Naturally bright features such as specular highlights, reflected glints, and exposed light
sources are all candidates for 100 percent luma. (Chances are these areas are at super-white
levels already, so you'll be turning the brightness down if broadcast legality is an issue.)
On the other hand, if you're working on an interior scene with none of the previously
mentioned features, the brightest subjects in the scene may be a wall in the room or the
highlights of someone's face, which may be inappropriately bright if you raise them to
100 percent. In these cases, the brightness at which you set the highlights depends largely
on the kind of lighting that was used. If the lighting is subdued, you'll want to keep the
highlights lower than if the lighting is intentionally bright.
In other cases, you may choose to deliberately widen the contrast ratio even further to
make extreme changes to image contrast. This may be because the image is severely
underexposed, in which case you need to adjust the Highlight and Midtone sliders in an
effort to simply make the subjects more visible. You might also expand the contrast ratio
of an otherwise well-exposed shot to an extreme, crushing the shadows and clipping the
highlights to create an extremely high-contrast look.
Important: When you expand the contrast of underexposed shots, or make other extreme
contrast adjustments, you may accentuate film grain and video noise in the image. This
is particularly problematic when correcting programs that use video formats with low
chroma subsampling ratios. For more information, see Chroma Subsampling Explained.
Because they occur at the outer boundaries of the video signal, the shadows and
highlights of an image are most susceptible to a loss of image detail when you make
contrast adjustments. This results in the "flattening" of areas in the shadows or highlights
when larger and larger groups of pixels in the picture are set to the same value (0 in
the shadows and 100 in the highlights).
It's important to preserve a certain amount of image detail in order to maintain a natural
look to the image. On the other hand, there's no reason you can't discard a bit of image
detail to achieve looks such as slightly crushed blacks, or widely expanded contrast for
a "high-contrast look" with both crushed blacks and clipped whites. Just be aware of
what, exactly, is happening to the image when you make these kinds of adjustments.
If, afterward, you adjust the Shadow or Midtone contrast sliders to lower the shadows,
you'll find more of the image becoming affected by the same color correction, despite
the fact that you've made no further changes to that color control.
This is not to say that you shouldn't readjust contrast after making other color corrections,
but you should keep these interactions in mind when you do so.
Note: For clarity, the Parade scope is shown with the tinted red, green, and blue waveforms
that appear when Monochrome Scopes is turned off in the User Prefs tab.
Saturation slider
Hue slider
• Color Balance wheel: A virtual trackball that lets you adjust the hue (set by the handle's
angle about the center) and saturation (set by the handle's distance from the center)
of the correction you're using to rebalance the red, green, and blue channels of the
image relative to one another. A handle at the center of the crosshairs within the wheel
shows the current correction. When the handle is centered, no change is made.
• Hue slider: This slider lets you change the hue of the adjustment without affecting the
saturation.
• Saturation slider: This slider lets you change the saturation of the adjustment without
affecting the hue. Drag up to increase the saturation, and down to decrease it.
• H, S reset button: Clicking the H, S reset button resets the color balance control for that
tonal zone. If you're using a control surface, this corresponds to the color reset control
for each zone. (These are usually one of a pair of buttons next to each color balance
trackball.)
• L reset button: Clicking the L reset button resets the contrast slider for that tonal zone.
If you're using a control surface, this corresponds to the contrast reset control for each
zone. (These are usually one of a pair of buttons next to each color balance trackball.)
• Output display: The output display underneath each color control shows you the current
hue and saturation values of the color balance control and the lightness value of the
contrast slider for that zone.
Note: The color balance controls can be accelerated to 10x their normal speed by
pressing the Option key while you drag.
When you’re using a control surface, the Hue Wheel Angle and Joyball Sensitivity
parameters in the User Prefs tab of the Setup room let you customize the operation of
these controls. For more information on adjusting these parameters, see Control Surface
Settings.
In the following example, the image has a red color cast in the highlights, which can be
confirmed by the height of the top of the red channel in the Parade scope.
If you watch the Parade scope while you make this change, you can see the color channels
being rebalanced, while you also observe the correction affecting the image on your
broadcast display.
There are three color balance controls in the Primary In, Secondaries, and Primary Out
rooms. Each one lets you make adjustments to specific tonal regions of the image.
Areas most affected by the Shadow color Areas most affected by the Midtone color
balance control balance control
Three zone controls allow you to make targeted adjustments to the color that falls within
the highlights of an image, without affecting color in the shadows. Similarly, they allow
you to make separate adjustments to differently lit portions of the image to either make
corrections or achieve stylized looks.
The ways in which these zones overlap are based on the OpenCDL standard, and their
behavior is described below.
Important: If you're used to the way the Color Corrector 3-way filter works in Final Cut Pro,
you'll want to take some time to get used to the controls of the Primary In room, as they
respond somewhat differently. Also, unlike adjustments using the Color Corrector 3-way
filter in Final Cut Pro, adjustments made using the color balance control affect the luma
of the image, altering its contrast ratio.
Note: To better illustrate the effect of the Shadow color control, the previous examples
were shown with Broadcast Safe turned off so that image values below 0 percent wouldn't
be clipped.
As you can see, this change affects both the whites and midtones. If you want to restrict
the correction that's taking place in the midtones, while leaving the correction at the
upper portion of the whites, you can take advantage of the technique of using
complementary colors to neutralize one another, making a less extreme, opposite
adjustment with the Midtone color balance control.
The result is that the highlights correction that had been affecting the midtones has been
neutralized in the lower portion of the midtones.
Although making opposing adjustments to multiple color balance controls may seem
contradictory, it's a powerful technique. With practice, you'll find yourself instinctively
making adjustments like this all the time to limit the effect of corrections on neighboring
zones of tonality.
The three main differences between the curves controls and the color balance controls
are:
• The curves controls let you make adjustments to as many specific tonal ranges that
you choose to define, while the color balance controls affect three predefined tonal
ranges.
• Each curves control affects only a single color channel, while the color balance controls
let you quickly adjust all three color channels simultaneously.
• Curves cannot be animated with keyframes, although every other parameter in the
Primary In and Primary Out rooms can be.
Color balance controls are usually faster to use when making broad adjustments to the
shadows, midtones, and highlights of the image. Curves, on the other hand, often take
more time to adjust, but they allow extremely precise adjustments within narrow tonal
zones of the image, which can border on the kinds of operations typically performed
using secondary color correction.
Important: While the power of curves can be seductive, be wary of spending too much
time finessing your shots using the curves controls, especially in client sessions where
time is money. It's easy to get lost in the minutiae of a single shot while the clock is ticking,
and such detail work may be faster to accomplish with other tools.
Adjustment Value
Source Value
If part of a curve is raised by one or more control points, then the tonal area of the image
that corresponds to that part of the curve is adjusted to a higher value. In other words,
that part of the image is lightened.
If part of a curve is lowered with one or more control points, then the tonal area of the
image that corresponds to that part of the curve is adjusted to a lower value. In other
words, that part of the image is darkened.
Curves in Color are edited using B-Splines, which use control points that aren't actually
attached to the curve control to "pull" the curve into different shapes, like a strong magnet
pulling thin wire. For example, here's a curve with a single control point that's raising the
highlights disproportionately to the midtones:
The control point hovering above the curve is pulling the entire curve upward, while the
ends of the curve are pinned in place.
The complexity of a curve is defined by how many control points are exerting influence
on the curve. If two control points are added to either side and moved down, the curve
can be modified as seen below.
The following procedures describe how to create, remove, and adjust the control points
that edit curves controls.
Note: Adjustments made to the Luma curve may affect its saturation. Raising luma by a
significant amount can reduce its saturation.
Moving the white point of the curve down lowers the white point of the image.
These two control points roughly correspond to the Shadow and Highlight contrast
controls. If you add a third control point to the Luma curve somewhere in the center, you
can adjust the distribution of midtones that fall between the black and white points. This
adjustment is similar to that of using the Midtone contrast control. Moving this middle
control point up raises the distribution of midtones, lightening the image while leaving
the white and black points pinned in place.
While these three control points can mimic the functionality of the Shadow, Midtone,
and Highlight contrast controls, the true power of curves comes from the ability to add
several control points to make targeted adjustments to the lightness of specific tonal
regions in the image.
The Luma Curve Limits the Range of the Primary Contrast Sliders
One important aspect of the curves controls is that they can limit the range of subsequent
adjustments with the primary contrast sliders in the same room. This can be clearly seen
when you make an adjustment to lower the white point of the image using the Luma
curve. Afterward, you'll find yourself unable to use the Highlight contrast slider to raise
the image brightness above the level that's set by the Luma curve. You can still make
additional contrast adjustments in other rooms.
Adding control points to a portion of a curve that you don't want to adjust, and leaving
them centered, is a great way to minimize the effect of other adjustments you're making
to specific areas of an image. When you add additional control points to adjust the curve,
the unedited control points you placed will help to limit the correction.
Tip: When adding multiple control points to a curve, you can use the grid to identify
where to position parts of a curve you want to be at the original, neutral state of the
image. At its uncorrected state, each curve passes through the diagonal intersections of
the background grid.
2 To make the actual adjustment, drag the white point at the upper-right corner down to
darken the sky.
You want to make sure that you don't drag the new control point down too far, since it's
easy to create adjustments that look unnatural or solarized using curves, especially when
part of a curve is inverted.
The man's face is now brighter, but the shadows are now a bit washed out.
4 Add one last control point underneath the last control point you created, and drag it
down just a little bit to deepen the shadows, without affecting the brighter portions of
the image.
As you can see, the Luma curve is a powerful tool for making extremely specific changes.
In the following example, the image starts out with an indiscriminate color cast; in other
words, there is red in the shadows, red in the midtones, and red in the highlights, so
there aren’t many clearly contrasting colors in different areas of the image. By removing
this color cast from some parts of the image, and leaving it in others, you can enhance
the color contrast between the main subject and the background. In images for which
this is appropriate, color contrast can add depth and visual sophistication to an otherwise
flat image.
The following image has a distinct red color cast from the shadows through the highlights,
as you can see by the elevated red waveform in the Parade scope.
Note: For clarity, Broadcast Safe has been turned off so you can better see the bottoms
of the waveforms in the Parade scope.
In this particular shot, you want to keep the red fill light on the woman's face, as it was
intentionally part of the look of the scene. However, to deepen the shadows of the scene
and make the subject stand out a little more from the background, you'd like to remove
some of the red from the shadows.
This should coincide with the bottom of the red waveform in the Parade scope lining up
with the bottoms of the green and blue waveforms.
This operation certainly neutralizes the red in the shadows; unfortunately, because this
one control point is influencing the entire curve, the correction also removes much of
the original red from the midtones as well.
Tip: If you're wondering where you should place control points on a curve to make an
alteration to a specific area of the image, you can use the height of the corresponding
graphs in the Waveform Monitor set to either Parade (if you're adjusting color) or Luma
(if you're adjusting the Luma curve). For example, if you want to adjust the highlights of
the image, you'll probably need to place a control point in the curve at approximately
the same height at which the highlights appear in the Waveform graph.
This adjustment adds the red back to the woman's face, but now you've added red to
the highlights of the key light source, as well.
Since the key light for this shot is the sun coming in through the window, this effect is
probably inappropriate and should be corrected.
3 Drag the control point for the white point in the red curve control down until the red in
the brightest highlights of the face is neutralized, but not so far that the lighting begins
to turn cyan.
• Saturation: This parameter controls the saturation of the entire image. The default value
of 1 makes no change to image saturation. Reducing this value lowers the intensity of
the color of every pixel in the image; at 0 the image becomes a grayscale monochrome
image showing only the luma. Raising the saturation increases the intensity of the color.
The maximum saturation you can obtain by adjusting the “virtual slider” of this
parameter with the mouse is 4. However, you can raise this parameter to even higher
values by entering a number directly into this field.
Original image
If the Broadcast Safe settings are turned on, the legality of the image will be protected,
but you may see some flattening in particularly colorful parts of the image that results
from the chroma of the image being limited at the specified value. You can see this in
the Vectorscope by the bunching up at the edges of the graph. Even if you're not
working on a project for video, severely oversaturated colors can cause problems and
look unprofessional.
• Highlight Sat.: This parameter controls the saturation in the highlights of your image.
You can selectively desaturate the highlights of your image, which can help legalize
problem clips, as well as restore some white to the brightest highlights in an image.
• Master Lift: Unlike the primary Shadow contrast slider, the Master Lift parameter only
functions as an add or subtract operator, making an overall luma adjustment to the
entire image regardless of how the Limit Shadow Adjustments control is set. For more
information on lift adjustments, see Adjusting the Black Point with the Shadow Slider.
• Master Gain: This parameter works exactly the same as the primary Highlight contrast
slider, adjusting the white point while leaving the black point at its current level and
scaling all the midtones in between the two.
• Master Gamma: This parameter works exactly the same as the primary Midtone contrast
slider, adjusting the distribution of midtones between 0 and 100 percent.
RGB Controls
These parameters provide per-channel control over contrast and color. These are not
numerical representations of any of the other controls in the Primary In room. Like the
parameters in the Basic tab, they're available as an additional set of controls.
Typically, these parameters are adjusted when the Auto Balance button is used to
automatically adjust a shot. (For more information, see Using the Auto Balance Button.)
However, you can use them as you see fit.
• Red, Green, and Blue Lift: These parameters work exactly the same as the Master Lift
parameter, but affect the individual color channels.
• Red, Green, and Blue Gain: These parameters work exactly the same as the Master Gain
parameter, but affect the individual color channels.
• Red, Green, and Blue Gamma: These parameters work exactly the same as the Master
Gamma parameter, but affect the individual color channels.
The process of controlling the color of individual shots and doing scene-to-scene color
correction is accomplished using just three controls to individually adjust the amount of
red, green, and blue light that exposes the film, using a series of optical filters and shutters.
This method of making adjustments can be reproduced digitally using the Printer Points
parameters.
Tip: These parameters are controllable using knobs on most compatible control surfaces.
Also unique is the way in which adjustments are made. To emulate the nature of the
filters employed by these kinds of machines, raising a parameter such as the Printer Points
Red parameter doesn’t actually boost the red; instead, it removes red, causing the image
to shift to cyan (the secondary of green and blue). To increase red, you actually need to
decrease the Printer Points Red parameter.
Increasing or decreasing all three Printer Points parameters together darkens the image
(by raising all three parameters) or lightens it (by lowering all three parameters). Making
disproportionate adjustments to the three channels changes the color balance of the
image relative to the adjustment, altering the color of the image and allowing for the
correction or introduction of color casts.
• Printer Points Calibration: This value calibrates the printer points system according to
the film gamma standard you wish to use. The default value of 7.8 is derived by
multiplying the value 12 (points per ƒ-stop) by a value of 0.65 (the default film gamma
standard used). 0.65 * 12 = 7.8. To recalibrate for a different film gamma value, insert
your own gamma value into the equation.
• Printer Points Red: The value with which to raise or lower the red channel.
• Printer Points Green: The value with which to raise or lower the green channel.
• Printer Points Blue: The value with which to raise or lower the blue channel.
Note: There is also a printer points node available in the Color FX room, which works
identically to the parameters covered in this section.
When you click this button, Color automatically samples the darkest and lightest 5 percent
of the image’s Luma channel in order to determine how to make shadow and highlight
adjustments to neutralize any color casts that are present in the image. In addition, the
black and white points of the image are adjusted to maximize image contrast, so that
the shot occupies the widest available range from 0 to 100.
Note: Unlike the Auto Balance controls in the Final Cut Pro Color Corrector 3-way filter,
the Auto Balance button is completely automatic, and does not require you to select
individual areas of the image for analysis.
Once the analysis has been performed, the Red, Green, and Blue Lift and Gain parameters
in the Advanced tab of the Primary In room are automatically set to contain the results
of these adjustments. The result should render whites, grays, and blacks in the image
completely neutral.
Since the necessary adjustments are made to the Lift and Gain parameters in the Advanced
tab, the main Shadow, Midtone, Highlight, and Curves controls remain unused and remain
available to you for further adjustment of the image.
Important: This tab only appears if you’ve installed the appropriate RED supporting
software for Final Cut Studio.
The RED camera writes raw, linear light image data to the R3D files that are recorded. The
controls found in the RED camera’s Audio/Video menus in no way alter the way the image
data is written within each R3D file. Instead, whatever settings were chosen at the time
are stored within each recorded clip as metadata (similar to a LUT) that determines how
these media files are displayed by compatible software. This metadata can be overridden
during the Log and Transfer process in Final Cut Pro.
Note: Although there is functional overlap between the controls found in this tab and
those found elsewhere in Color, the Kelvin and Tint controls are specially calibrated to
provide the most photometrically accurate white balance adjustments for RED QuickTime
media.
• Enabled: Turns all of the parameters found within the RED tab on or off. Turning Enabled
off suspends the effect of these parameters on the final rendered image in Color.
• Saturation: This parameter is available in the RED camera’s Color submenu, and adjusts
the color intensity of the image. The overall range is 0 (monochome) through 5.0
(extremely high), where 1 is unity.
Secondary color correction controls let you isolate a portion of an image and selectively
adjust it without affecting the rest of the picture.
Once you’ve made your initial corrections using the Primary In room, the next step in
adjusting any shot is to move on to the Secondaries room to make more targeted
adjustments.
257
What Is the Secondaries Room Used For?
The Secondaries room has been designed for maximum flexibility. While its central purpose
is to facilitate targeted corrections to specific features of the image, it can be used for a
variety of tasks.
• Isolating areas for targeted corrections: This is the primary purpose of the Secondaries
room. Using a variety of techniques, you can perform functions such as isolating the
highlights in an image to change the quality of light; targeting the color of an overly
bright sweater to desaturate it without affecting the rest of the image; or selecting an
actor’s face to create a post-production sunburn. Once you master the ability to
selectively adjust portions of the image, the possibilities are endless.
Before After
• Creating vignetting effects: Traditionally, vignettes used for creative purposes described
a darkening around the edges of the image that used to be created with mattes or lens
filters. You can create any type of vignette you need using either preset or custom
shapes, to darken or otherwise flag areas of the image. Vignettes can be used to focus
viewer attention by highlighting a subject in the foreground or by shading background
features that you don’t want sticking out.
Before After
Before After
Note: There is one additional correction parameter available in the Secondaries room
that’s not available in the Primary In and Out rooms, and that is the Global Hue parameter.
Using Global Hue, you can rotate the hue of every single color in the image at once. Unlike
the other parameters in the Secondaries room, Global Hue affects every pixel of the image,
and is not limited by the HSL qualifiers or the vignette controls.
In the next few sections, you’ll learn how to isolate areas of the image in different ways.
Whenever you make an adjustment to any parameter or control in the Secondaries room,
this button is automatically turned on.
This button can be used to disable any Secondaries tab. For example:
• You can turn the Enabled button off and on to get a before-and-after preview of how
the secondary is affecting the image.
• You can turn the Enabled button off to disable a secondary effect without resetting it,
in case you want to bring it back later.
HSL qualification is often one of the fastest ways to isolate irregularly shaped subjects,
or subjects that are moving around in the frame. However, as with any chroma or luma
key, the subject you’re trying to isolate should have a color or level of brightness that’s
distinct from the surrounding image. Fortunately, this is not unusual, and reddish skin
tones, blue skies, richly saturated clothing or objects, and pools of highlights and shadows
are often ideal subjects for secondary correction.
If you’re familiar with the Limit Effect controls of the Color Corrector 3-way filter in
Final Cut Pro, you’ll find that the Secondaries room HSL controls work more or less the
same way.
The HSL Qualifier controls always sample image data from the original, uncorrected image.
This means that no matter what adjustments have been made in the Primary In room,
the original image values are actually used to pull the key. For example, even if you
completely desaturate the image in the Primary In room, you can still pull a chroma key
in the Secondaries room.
Tip: It is not necessary to use all three qualifiers when keying on a region of the image.
Each qualifier has a checkbox and can be turned on and off individually. For example, if
you turn off the H (hue) and S (saturation) controls, you can use the L (lightness) control
by itself as a luma keyer. This is a powerful technique that lets you isolate areas of an
image based solely on image brightness.
The eyedropper becomes highlighted, and crosshairs appear superimposed over the
image in the preview and broadcast monitors. You use these crosshairs to sample the
HSL values from pixels in the image.
2 Move the mouse to position the crosshairs on a pixel with the color you want to key on,
then click once to sample color from a single pixel.
The crosshairs disappear, and the HSL controls are adjusted to include the sampled values
in order to create the keyed matte. In addition, the Enabled button turns on automatically
(which turns on the effect of the secondary operation in that tab). The Previews tab
becomes selected in the middle of the Secondaries room, showing the keyed matte that’s
being created by the HSL qualifiers. (For more information, see Controls in the Previews
Tab.)
Once you’ve created the keyed matte, the next step is to use the color correction controls
at the top of the Secondaries room to actually make the correction. For more information,
see The Primary In Room.
Each of these qualifiers can be turned on and off individually. Each qualifier that’s turned
on contributes to the keyed matte. Turning a qualifier off means that aspect of color is
not used.
Center
Range
Tolerance
When you make an asymmetric adjustment, the center point also readjusts to match the
new range.
Note: You cannot make asymmetric adjustments using knobs on a control surface.
You can also make asymmetric adjustments to tolerance by holding down the Shift key
while dragging.
The swatches can be useful when you need to quickly make a hue selection for a feature
in the image that corresponds to one of these colors. When you choose one of these
swatches, the Saturation and Lightness controls remain completely unaffected.
Key Blur
The Key Blur parameter lets you apply a uniform blur to the keyed matte in order to soften
it. This can go a long way toward making an otherwise noisy or hard-to-pull key usable.
This parameter defaults to 0, with a maximum possible value of 8.
One of the nice things about keying for color correction is that, unlike keying to create a
visual effects composite, you don’t always have to create keyed mattes with perfect edges
or completely solid interiors. Often an otherwise mediocre key will work perfectly well,
especially when the adjustment is subtle, so long as the effect doesn’t call attention to
itself by adding noise, or by causing vibrating “chatter” around the edges of the matte.
For example, holes in a keyed matte often correspond to shadows that are falling on the
subject you’re isolating. If you’re making a naturalistic adjustment to the highlights of
the image, you probably don’t want to include such shadowed areas in the correction,
so there’s no need to make further adjustments to the matte.
Also, secondary keys that work well in one part of a shot may not work as well a couple
of seconds later if the lighting changes. Before moving on, it’s always a good idea to
see how a secondary operation looks over the entire duration of a shot.
Matte Preview
Mode buttons
Vignette outline
• Vignette preview: The image on the left (above) shows you the position and size of the
currently selected vignette shape, when the Vignette button is enabled. When you use
the square or circle vignette, this window also contains an onscreen control you can
use to move, resize, and soften the vignette. If you’ve selected a user shape in the
Geometry room instead, you’ll see a noneditable outline of that shape. For more
information, see Isolating a Region Using the Vignette Controls.
• HSL qualifier preview: The image on the right shows you the matte that’s being generated
by the HSL qualifiers. This window does not include the mask that’s generated by the
vignette controls, nor does it display the HSL matte as it appears when the Key Blur
parameter is used. (The final HSL matte as it’s modified by both vignetting and key blur
is visible in the preview display only when the Matte Preview Mode is set to Matte
Only.)
The white areas of the mask indicate the parts of the image that are selected with the
current qualification settings, that will be affected by the adjustments you make. The
black areas of the image are the parts of the picture that remain unaffected.
• Matte Preview Mode buttons: These buttons control what is visible in the preview display
in the Scopes window. There are three modes:
• Final image: Shows a preview of how the final effect looks. This is similar to the
ordinary preview that’s displayed in the Scopes window, except that it also shows
the vignette outline, when the Vignette button is enabled.
• Desaturated preview: The areas of the image that are selected with the current
qualification settings appear in color, while the areas of the image that remain
unaffected are desaturated and appear monochrome.
Matte only
• Vignette outline button: When the Vignette button is turned on, the Vignette outline
button lets you display or hide the vignette outline that appears in the Preview window.
On the other hand, if the subject you’re vignetting moves, you need to either keyframe
the shape to move along with it (see Keyframing) or use motion tracking to automatically
create a path for the shape to follow. (For more information, see The Tracking Tab.)
Lastly, if the square or circle vignettes aren’t sufficient for isolating an irregularly shaped
subject, you can create a custom User Shape in the Shapes tab of the Geometry room,
and use that to limit the correction. You could go so far as to rotoscope (the process of
tracing something frame by frame) complex subjects in order to create highly detailed
adjustments that are too difficult to isolate using the HSL qualifiers.
User Shapes can be edited and animated only in the Geometry room, but the mattes
they create can be used to isolate adjustments in any of the eight Secondaries tabs.
• Vignette button: This button turns the vignette on or off for that tab.
• Use Tracker pop-up menu: If you’ve analyzed one or more motion trackers in the current
project, you can choose which tracker to use to automatically animate the position of
the vignette using this pop-up menu. To disassociate a vignette from the tracker’s
influence, choose None.
Note: When Use Tracker is assigned to a tracker in your project, the position of the
vignette (the center handle) is automatically moved to match the position of the
keyframes along that tracker’s motion path. This immediately transforms your vignette,
and you may have to make additional position adjustments to move the vignette into
the correct position. This is especially true if the feature you’re vignetting is not the
feature you tracked.
• Shape pop-up menu: This pop-up menu lets you choose a shape to use for the vignette.
• Square: A user-customizable rectangle. You can use the onscreen controls in the
Previews tab or the other vignette parameters to modify its position and shape. For
more information, see Using the Onscreen Controls to Adjust Vignette Shapes.
• Circle: A user-customizable oval. You can either use the onscreen controls in the
Previews tab, or the other vignette parameters to modify its position and shape.
• User Shape: Choosing User Shape from the Shape pop-up menu automatically moves
you to the Shapes tab of the Geometry room, where you can click to add points to
draw a custom shape to use for the vignette. When you finish, click the Attach button,
and then go back to the Secondaries room to make further adjustments. When you
use a User Shape as the vignette, the rest of the vignette parameters become
unavailable; you can modify and animate that shape only from the Shapes tab of the
Geometry room. For more information, see The Shapes Tab.
Note: Although you can also view the outlines that correspond to these onscreen controls
in the preview display of the Scopes window when you turn the Vignette Outline button
on, this outline has no onscreen controls that you can manipulate. You can only make
these adjustments in the Previews tab.
Animating Vignettes
One of the most common operations is to place an oval over someone’s face and then
either lighten the person, or darken everything else, to draw more attention to the
subject’s face. If the subject is standing still, this is easy, but if the subject starts to shift
around or move, you need to animate the vignette using keyframes so that the lighting
effect follows the subject. For more information on keyframing, see Keyframing.
Another option is to use the motion tracker to automatically track the moving subject,
and then apply the analyzed motion to the vignette. For more information, see The
Tracking Tab.
The Shapes tab of the Geometry room opens, with a new shape in the shapes list to the
right, ready for you to edit.
The shapes you draw in the Geometry room default to B-Spline shapes, which use control
points that are unattached to the shape they create to push and pull the shape into place
(similar to the B-Splines used by the curves controls in the Primary In and Out rooms).
You can also change these shapes to simple polygons if you need a shape with hard
angles rather than curves, by clicking the Polygon button in the Shapes tab. For more
information on working with shapes, see The Shapes Tab.
Tip: If you’re not sure how many control points to add to create the shape you want,
don’t hesitate to create a few more than you think you’ll need. It’s easy to edit them after
they’re created, but you can’t add or remove control points to shapes that have already
been created.
4 If necessary, edit the shape to better fit the feature you’re trying to isolate by dragging
the control points to manipulate the shape.
Two additional editable shapes appear to the inside and outside of the shape you drew.
The inner shape shows where the feathering begins, while the outer shape shows the
very edge of the feathered shape. If necessary, each border can be independently adjusted.
6 As an optional organizational step, you can type an identifying name into the Shape
Name field, and press Return to accept the change.
7 Click Attach, at the top of the Shapes tab, to attach the shape you’ve created to the tab
of the Secondary room you were in. (The number of the secondary tab should be displayed
in the Current Secondary field at the top of the Shapes tab.)
8 If necessary, you can also add keyframes or motion tracking to animate the shape to
match the motion of the camera or subject, so the shape you created matches the action
of the shot.
9 When you finish with the shape, open the Secondaries room.
You’ll see the shape you created within the vignette area of the Previews tab. At this
point, the matte that’s created by the shape can be used to limit the corrections you
make, as with any other secondary matte.
One of the most powerful features of the Secondaries room is the ability to apply separate
corrections to the inside and outside of a secondary matte in the same tab. This means
that each of the eight secondary tabs can actually hold two separate corrections.
Whenever you choose another region to work on, the controls update to reflect those
settings.
• Control pop-up menu: The Control pop-up menu also provides additional commands
for modifying these settings.
• Inside: The default setting. When set to Inside, all adjustments you make affect the
interior of the secondary matte (the area in white, when looking at the mask itself ).
• Copy Inside to Outside: Copies the correction that’s currently applied to the inside of
the matte to the outside as well. This is a handy operation if you want to copy the
same correction to the outside as a prelude to making a small change, so that the
difference between the corrections applied to the inside and the outside is not so
large.
• Copy Outside to Inside: Copies the correction that’s applied to the outside to the
inside.
• Swap: Switches the corrections that are applied to the inside and outside of the
secondary matte, so that they’re reversed.
Important: Curves cannot be animated with keyframes, although just about every other
parameter in the Secondaries room can be.
The visible spectrum is represented along the surface of the curve by a wrap-around
gradient, the ends of which wrap around to the other side of the curve. The control points
at the left and right of this curve are linked, so that moving one moves the other, to
ensure a smooth transition if you make any adjustments to red, which wraps around the
end of the curve.
Tip: If you’re having a hard time identifying the portion of curve that affects the part of
the image you want to adjust, you can use the color swatches in the 3D scopes to sample
a pixel from the preview, and a horizontal indicator will show the point on the curve that
corresponds to the sampled value. For more information, see Sampling Color for Analysis.
Adding points to the surface of this curve lets you define regions of hue that you want
to adjust. Raising the curve in these regions increases the value of the particular aspect
of color that’s modified by a specific curve, while lowering the curve decreases the value.
Before After
One of the nicest aspects of these controls is that they allow for extremely specific
adjustments to narrow or wide areas of color, with exceptionally smooth transitions from
the corrected to the uncorrected areas of the image. In many instances, the results may
be smoother than might be achievable with the HSL qualifiers.
Another key advantage these controls have over the HSL qualifiers is that you can make
simultaneous adjustments to noncontiguous ranges of hue. In other words, you can boost
or lower values in the red, green, and blue areas of an image while minimizing the effect
of this adjustment on the yellow, cyan, and magenta portions of the image.
Important: Adjustments made using the secondary curves cannot be limited using the
vignette or HSL controls.
Important: Curves cannot be animated with keyframes, although just about every other
parameter in the Secondaries room can be.
Before After
This control can be valuable for making narrow, shallow adjustments to the reddish/orange
section of the spectrum that affects skin tones, in order to quickly and smoothly add or
remove warmth.
Before After
Before After
• Reset Secondary button: Resets only the currently open secondary tab.
• Reset All Secondaries button: Resets every secondary tab in the Secondaries room. Use
this button with care.
When the primary and secondary color correction controls aren’t enough to achieve the
look you need, Color FX lets you create sophisticated effects using a node-based interface.
285
The Color FX Interface Explained
The Color FX room is divided into four main areas.
Note: The sole exception to this is the Color node, which generates a frame of solid color
that you can use with multi-input math nodes to tint an image in different ways.
To perform more operations on an image, you simply add more nodes, connecting the
outputs of previously added nodes to the inputs of new nodes using noodles.
You can think of a node tree as a waterfall of image processing data. Image processing
operations begin at the top and cascade down, from node to node. Each node exerts its
effect on the image that’s output from the node above it, until the bottom is reached, at
which point the image is at its final state.
Note: A CFX bar will only appear in the grades track of the Timeline for clips with
connected Output nodes. For more information on correction bars in the Timeline, see
Basic Timeline Elements.
Multi-input nodes are designed to combine multiple variations of the image in different
ways, in order to produce a single combined effect. These nodes provide multiple inputs
so that you can connect multiple noodles.
When you position the pointer over any node’s input, a small tooltip appears that displays
its name. This helps you to identify which input to connect a node to so you can achieve
the result you want.
To add a node to the Node view along with an automatically attached Output node
µ Drag the first node you create from the Node list into the Node view.
The first node you drag into the Timeline from the Node list always appears with an
Output node automatically connected to it.
To insert a new node between two nodes that are already connected
µ Drag a node from the Node list on top of the noodle connecting any two nodes, and
drop it when the noodle turns blue.
The new node appears with a noodle connecting it to the node input or output you
dropped it onto.
µ Drag a noodle from the input of the node you want to disconnect to any empty area of
the Node view.
Tip: If you want to eliminate the effect a node is having without deleting or disconnecting
it, you can turn on its Bypass button, at the top of the Parameters tab. For more
information, see Bypassing Nodes.
When you’re working on large node trees, it pays to keep them organized so that their
operation is clear.
You can also choose the point in a node tree at which you want to view the image.
To show the image being processed at any node in the Node view
µ Double-click the node you want to view.
The currently viewed node appears highlighted in yellow, and the image as it appears at
that node in the tree appears in the onscreen preview and broadcast output displays.
Note: Because double-clicking a node loads its image and opens its parameters in the
Parameters tab, it appears with a blue outline as well.
For more information on making adjustments to a node while viewing the effect on
another node downstream in the node tree, see Viewing a Node’s Output While Adjusting
Another’s Parameters.
In the following example, a high-contrast gauzy look is created with a series of nodes
consisting of the B&W, Curve, and Blur nodes on one side (to create a gauzy overlay), and
a Bleach Bypass on the other (providing high contrast), with both sides connected to a
Multiply node to create the gauzy combination.
Then, click the Curve node once to load its parameters into the Parameters tab. (The node
becomes highlighted in cyan.)
Bypassing Nodes
Each node has a Bypass button that appears at the top of its list of parameters. Click
Bypass to turn off the effect that node has on the tree without deleting the node from
the Node view.
If you want to suspend the effect of an entire node tree without deleting it or individually
turning on each node’s Bypass button, you must disconnect the Output node entirely.
In the following example, a Bleach Bypass node (which alters the saturation and contrast
of an image to simulate a chemical film process) is followed by a Curve node (to further
alter image contrast), which is followed by the Output node that must be added to the
end of all node trees.
This adjustment multiplies the color with the corrected image. (Remember, disconnected
inputs always link to the corrected image data.) Because of the way image multiplication
works, the lightest areas of the image are tinted, while progressively darker areas are less
tinted, and the black areas stay black.
In a slightly more complicated example, the image is processed using three nodes: a
Duotone node (which desaturates the image and remaps black and white to two
customizable colors), a Curve node (to darken the midtones), and a Blur node. The result
is connected to one input of an Add node (with both Bias parameters set to 1).
Bear these values in mind when you read the following sections.
Add
The pixels from each input image are added together. Black pixels have a value of 0, so
black added to any other color results in no change to the image. All other values are
raised by the sum of both values. The order in which the inputs are connected doesn’t
matter.
Add operations are particularly well suited to creating aggressive glowing effects, because
they tend to raise levels very quickly depending on the input images. Bear in mind that
the best way of controlling which areas of the image are being affected when using an
Add operation is to aggressively control the contrast of one of the input images. The
darker an area is, the less effect it will have.
Note: By default, the Bias parameters of the Add node divide each input image’s values
by half before adding them together. If the results are not as vivid as you were hoping
for, change the Source 1 and Source 2 Bias parameters to 1.
This node is useful for darkening the Source 1 image based on the brightness of the
Source 2 image.
Multiply
The pixels from each input image are multiplied together. White pixels have a value of
1, so white multiplied with any other color results in no change to the other image.
However, when black (0) is multiplied with any other color, the result is black.
When multiplying two images, the darkest parts of the images remain unaffected, while
the lightest parts of the image are the most affected. This is useful for tinting operations,
as seen previously, as well as for operations where you want to combine the darkest
portions of two images.
This node blends the Source 2 input to the Source 1 input in all the areas where the
Source 3 Alpha input image is white. Where the Alpha input image is black, only the
Source 1 input is shown.
This matte is connected to the Alpha input of the Alpha Blend node (the third input). A
Blur node is then connected to the Source 2 input.
As you can see, the image that’s connected to the Alpha input of the Alpha Blend node
limits the way the Source 1 and Source 2 inputs are combined. This is but one example
of the power of the Alpha Blend node. You can use this node to limit many different
effects.
When you’re creating an effect for an interlaced shot, you need to separate each field at
the beginning of the node tree with two Deinterlace nodes, one set to Even and one set
to Odd. Once that’s done, you need to process each individual field using identical node
trees.
When you’re finished with the effect, you need to reassemble the fields into frames using
the Interlace node, connecting the Even branch of the node tree to the Even input on
the left and the Odd branch of the node tree to the Odd input on the right. The Output
node is attached to the Interlace node, and you’re finished.
3 Click Save.
The effect is saved with a thumbnail taken from the shot it was saved from. Entering a
custom name is optional, but recommended, to help you keep track of all your corrections.
If you don’t enter a name, saved corrections (and grades) are automatically named using
the default Effect.Date.Time.cfx convention.
For more information on saving and managing corrections, see Managing Corrections
and Grades.
Layer Nodes
The following nodes have multiple inputs and are used to combine two or more differently
processed versions of the corrected image in different ways.
Add
Mathematically adds each pixel from the two input images together. Add operations are
particularly well suited to creating aggressive glowing effects, because they tend to raise
levels very quickly depending on the input images. Bear in mind that the best way of
controlling which areas of the image are being affected when using an Add operation is
to aggressively control the contrast of one of the input images. The darker an area is, the
less effect it will have.
The order in which the inputs are connected does not matter. Add has two parameters:
• Source 1 Bias: Controls how much of the Source 1 image is added to create the final
result by multiplying the value in each channel by the specified value. Defaults to 0.5.
• Source 2 Bias: Controls how much of the Source 2 image is added to create the final
result by multiplying the value in each channel by the specified value. Defaults to 0.5.
Alpha Blend
This node blends (similar to the Blend node) the Source 2 input to the Source 1 input in
all the areas where the Source 3 Alpha input image is white. Where the Alpha input image
is black, only the Source 1 input is shown. The order in which the inputs are connected
affects the output.
Darken
Emphasizes the darkest parts of each input. Overlapping pixels from each image are
compared, and the darkest pixel is preserved. Areas of white from either input image
have no effect on the result. The order in which the inputs are connected does not matter.
Difference
The pixels from the image that’s connected to Source 1 are subtracted from the pixels
from the image that’s connected to Source 2. Black pixels have a value of 0, so any color
minus black results in no change to the image from Source 1. Since this is subtraction,
the order in which the inputs are connected matters.
Interlace
The images connected to each input are interlaced. The Left input is for the Even field,
and the Right input is for the Odd field. This node is used at the end of node trees that
begin with Deinterlace nodes to process effects for projects using interlaced media.
Lighten
Lighten emphasizes the lightest parts of each input. Overlapping pixels from each image
are compared, and the lightest pixel is preserved. The order in which the inputs are
connected does not matter.
Multiply
The pixels from each input image are multiplied together. White pixels have a value of
1, so white multiplied with any other color results in no change to the other image.
However, when black (0) is multiplied with any other color, the result is black.
When multiplying two images, the darkest parts of the images remain unaffected, while
the lightest parts of the image are the most affected. This is useful for tinting operations,
as well as for operations where you want to combine the darkest portions of two images.
RGB Merge
The three inputs are used to insert individual channels into the red, green, and blue color
channels. You can split the three color channels apart using the RGB Split node, process
each grayscale channel individually, and then reassemble them into a color image again
with this node.
Effects Nodes
The following nodes have a single input and are used to apply a single correction or effect
to an image.
Bleach Bypass
Raises the contrast and desaturates the image. Simulates laboratory silver-retention
processes used to raise image contrast in film by skipping the bleaching stage of film
development, leaving exposed silver grains on the negative which boost contrast, increase
grain, and reduce saturation.
Blur
Blurs the image. Blur has one parameter:
• Spread: The amount of blur. Can be set to a value from 0 (no blur) to 40 (maximum
blur).
Clamp
Two parameters clip the minimum and maximum values in the image. Clamp has two
parameters:
• Min: The minimum level in the image. Any levels below this value are set to this value.
• Max: The maximum level in the image. Any levels above this value are set to this value.
Curve
A curve that affects image contrast similar to the Luma curve in the Primary In room.
Selecting this node displays a curve control in the Parameters tab that works identically
to those found in the Primary In room. Four buttons below let you choose which channel
the curve operates upon:
• Luma: Sets the curve to adjust the luma component of the image.
• Red: Sets the curve to adjust the red color channel of the image.
• Green: Sets the curve to adjust the green color channel of the image.
• Blue: Sets the curve to adjust the blue color channel of the image.
Duotone
Desaturates the image, mapping the black and white points of the image to two
user-customizable colors to create tinted images with dual tints from white to black.
Duotone has two parameters:
• Light Color: The color that the white point is mapped to.
• Dark Color: The color that the black point is mapped to.
Exposure
Raises the highlights or crushes the shadows, depending on whether you raise or lower
the Exposure parameter. This node has one parameter:
• Exposure: Raising this parameter raises the highlights while keeping the black point
pinned. Setting this parameter to 0 results in no change. Lowering this parameter scales
the image levels down, crushing the shadows while lowering the highlights by a less
severe amount.
Film Grain
Adds noise to the darker portions of an image to simulate film grain or video noise due
to underexposure. Highlights in the image are unaffected. This node is useful if you have
to match a clean, well-exposed insert shot into a scene that’s noisy due to underexposure.
Also useful for creating a distressed film look. This node has three parameters:
• Grain Intensity: Makes the noise more visible by raising its contrast ratio (inserting both
light and dark pixels of noise) as well as the saturation of the noise.
• Grain Size: Increases the size of each “grain” of noise that’s added. Keep in mind that
the size of the film grain is relative to the resolution of your project. Film grain of a
particular size applied to a standard definition shot will appear “grainier” than the
same-sized grain applied to a high definition shot.
• Monochrome: Turning this button on results in the creation of monochrome, or
grayscale, noise, with no color.
Film Look
An “all-in-one” film look node. Combines the Film Grain operation described above with
an “s-curve” exposure adjustment that slightly crushes the shadows and boosts the
highlights. Contrast in the midtones is stretched, but the distribution of the midtones
remains centered, so there’s no overall lightening or darkening. This node has three
parameters:
• Grain Intensity: Makes the noise more visible by raising its contrast ratio (inserting both
light and dark pixels of noise) as well as the saturation of the noise.
Gain
Adjusts contrast by raising or lowering the white point of the image while leaving the
black point pinned in place, and scaling the midtones between the new white point and
the black point. This node has four parameters:
• Gain: Adjusts the red, green, and blue channels simultaneously, for an overall change
to image highlights and midtones.
• Red Gain: Adjusts the red channel only, enabling color correction based on a white
point adjustment for that channel.
• Green Gain: Adjusts the green channel only, enabling color correction based on a white
point adjustment for that channel.
• Blue Gain: Adjusts the blue channel only, enabling color correction based on a white
point adjustment for that channel.
Gamma
Makes a standard gamma adjustment, which makes a nonlinear adjustment to raise or
lower the distribution of midtones of the image while leaving the black and white points
pinned in place. This is a power function, (f(x) = xa). This node has four parameters:
• Gamma: Adjusts the red, green, and blue channels simultaneously, for an overall change
to image midtones.
• Red Gamma: Adjusts the red channel only, enabling color correction based on a gamma
adjustment for that channel.
• Green Gamma: Adjusts the green channel only, enabling color correction based on a
gamma adjustment for that channel.
• Blue Gamma: Adjusts the blue channel only, enabling color correction based on a
gamma adjustment for that channel.
Hue
Rotates the hue of every pixel in the entire image. This node has one parameter:
• Shift: The amount by which you want to shift the hue. This is not done in degrees, as
is represented in the Vectorscope. Instead, you use a value from –1 to 1, where –1, 0,
and 1 place the hue at the original values.
Invert
Inverts the image. Useful for creating “positives” from the image negative. Also useful for
reversing a grayscale image that you’re using as a matte with the Alpha Blend node, to
reverse the portions of the matte that will be solid and transparent.
Lift
Lift uniformly lightens or darkens the entire image, altering the shadows, midtones, and
highlights by the same amount. This node has four parameters:
• Lift: Adjusts the red, green, and blue channels simultaneously, for an overall change
to image brightness.
• Red Lift: Adjusts the red channel only, enabling color correction based on a lift
adjustment for that channel.
Maximum
Averages adjacent pixels together (how many is based on the Brush Size parameter) to
produce a single, larger pixel based on the brightest value in that pixel group. Larger
values result in flattened, almost watercolor-like versions of the image. This node is also
useful for expanding the white areas and smoothing out grayscale images that you’re
using as mattes. This node has one parameter:
• Brush Size: Defines how many pixels are averaged into a single, larger pixel. Extremely
large values result in progressively larger, overlapping square pixels of uniform color,
emphasizing lighter pastel-like tones in the image.
Minimum
Averages adjacent pixels together (how many is based on the Brush Size parameter) to
produce a single, larger pixel based on the darkest value in that pixel group. Larger values
result in flattened, darkened versions of the image. This node is also useful for expanding
the black areas and smoothing out grayscale images that you’re using as mattes. This
node has one parameter:
• Brush Size: Defines how many pixels are averaged into a single, larger pixel. Extremely
large values result in progressively larger, overlapping square pixels of uniform color,
emphasizing darker, muddier tones in the image.
Printer Lights
Provides Red, Green, and Blue parameters for color correction that work identically to the
printer points controls in the Advanced tab of the Primary In room. For more information,
see Printer Points Controls.
Saturation
Raises or lowers overall image saturation, making the image more or less colorful. If you
use the Saturation node to completely desaturate an image, all three color channels are
blended together equally to create the final monochrome result, which looks different
then if you had used the B&W node. This node has one parameter:
• Saturation: The default value of 1 produces no change. 0 is a completely desaturated
image, while the maximum value of 10 produces an excessively saturated, hyper-stylized
version of the image.
Sharpen
Applies a Sharpen Convolution filter that selectively enhances contrast in areas of image
detail to provide the illusion of sharpness. Should be used sparingly as this operation also
increases the sharpness of film grain and video noise. This node has one parameter:
• Sharpen: Higher values increase image detail contrast. A value of 0 does no sharpening.
Smooth Step
Applies a nonadjustable “s-curve” adjustment to slightly crush the blacks and boost the
whites, leaving the black and white points pinned at 0 and 100 percent. Designed to
emulate the exposure tendencies of film at the “toe” and “shoulder” of the image. This
is a similar contrast adjustment to that made by the Film Look node.
Stretch
Provides separate vertical and horizontal scaling operations that let you “squeeze” and
“stretch” the image. You can change the center pixel at which this scaling is performed.
This node has four parameters:
• Horizontal Center: The pixel at which horizontal scaling is centered. The center pixel
doesn’t move; instead, the scaling of the image is relative to this position.
• Vertical Center: The pixel at which vertical scaling is centered. The center pixel doesn’t
move; instead, the scaling of the image is relative to this position.
• Horizontal Scale: Specifies how much to stretch the image, horizontally. Higher values
stretch the image outward, while lower values squeeze the image inward. The default
value at which the image is unchanged is 1.
• Vertical Scale: Specifies how much to stretch the image, vertically. Higher values stretch
the image outward, while lower values squeeze the image inward. The default value
at which the image is unchanged is 1.
Utility Nodes
The following nodes don’t combine images or create effects on their own. Instead, they
output color channel information or extract matte imagery in different ways. All these
nodes are meant to be used in combination with other layering and effects nodes to
create more complex interactions.
Color
Produces a frame of solid color. This can be used with different layering nodes to add
colors to various operations. This node has one control:
• Color: A standard color control lets you choose the hue, saturation, and lightness of
the color that’s generated.
Deinterlace
Removes the interlacing of a shot in one of three ways, corresponding to three buttons.
You can use this node to either remove interlacing by blending the fields together, or
you can use two Deinterlace nodes to separate the Even and Odd fields of an interlaced
shot prior to processing each field separately and reassemble them using the Interlace
node. This node has three buttons:
• Merge: Outputs the blended combination of both fields.
• Even: Outputs only the Even field, line-doubled to preserve the current resolution.
• Odd: Outputs only the Odd field, line-doubled to preserve the current resolution.
HSL Key
An HSL keyer that outputs a grayscale matte which you can use to isolate effects using
the Alpha Blend node, or simply to combine with other layering nodes in different ways.
This keyer works identically to the one found in the Secondaries room. For more
information, see Choosing a Region to Correct Using the HSL Qualifiers.
Output
This must be the last node in any node tree. It outputs the effect created within the Color
FX room to the main Color image processing pipeline for rendering. If an Output node
is not connected to the node tree, that effect will not be rendered by the Render Queue.
Vignette
Creates a simple square or circle vignette. This vignette appears as a color-against-grayscale
preview if the Vignette node is viewed directly. When the results are viewed “downstream,”
by viewing a different node that’s processing its output, the true grayscale image is seen.
This node has the following parameters:
• Use Tracker: If you’ve analyzed one or more motion trackers in the current project, you
can choose which tracker to use to automatically animate the position of the vignette
from this pop-up menu. To disassociate a vignette from the tracker’s influence, choose
None.
• Shape Type: Lets you choose the type of vignette, either Circle or Square.
• Invert: Click this button to make the white area black, and the black area white.
• X Center: Adjusts the horizontal position of the shape.
• Y Center: Adjusts the vertical position of the shape.
• Size: Enlarges or shrinks the shape.
• Aspect: Adjusts the width-to-height ratio of the shape.
• Angle: Rotates the current shape.
• Softness: Blurs the edges of the shape.
The Primary Out room provides an additional set of controls for overall color correction,
but it can also be used as a tool to trim the grades applied to a selected group of shots.
This chapters covers the different uses of the Primary Out room, which shares the same
controls as the Primary In room. For more information about primary color correction
controls, see The Primary In Room.
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Making Extra Corrections Using the Primary Out Room
The Color interface was designed for flexibility. The functionality of each of the color
correction rooms overlaps broadly, and although each room has been arranged to optimize
certain types of operations, you can perform corrections using whichever controls you
prefer.
In many cases, colorists like to split up different steps of the color correction process
among different rooms. This is detailed in Managing a Shot’s Corrections Using Multiple
Rooms.
Using this approach, you might perform a shot’s main correction using the Primary In
room, use the Secondaries room for stylized “look” adjustments, and then apply one of
your previously saved “secret sauce” Color FX room effects to give the shot its final grade.
Once your client has had the opportunity to screen the program, you’ll no doubt be given
additional notes and feedback on your work. It’s at this time that the value of the Primary
Out room becomes apparent.
Up until now, this room has remained unused, but because of that, it’s a great place to
easily apply these final touches. Because you can apply these final corrections in a
completely separate room, it’s easy to clear them if the client changes his or her mind.
Furthermore, it’s easy to use the Primary Out room to apply changes that affect an entire
scene to multiple clips at once (sometimes referred to as trimming other grades).
To trim one or more selected grades using the Primary Out room
1 Move the playhead to the shot you want to adjust, then click the Primary Out room.
2 Make whatever adjustments are required using the color and contrast controls.
3 Select all the shots in the Timeline that you want to apply these adjustments to.
4 Click Copy To Selected.
The corrections you made in the Primary Out room of the current shot are applied to
every shot you’ve selected.
Note: The Copy To Selected command overwrites any previous settings in the Primary
Out room of each selected clip, so if you need to make a different adjustment, you can
simply repeat the procedure described above to apply it to each selected shot again.
In the following example, a series of corrections that affect saturation are made in each
of the rooms, but the Primary Out room is used to reduce the saturation of the end result.
You can see that the final correction modifies the collective output from every other
room.
Ceiling Controls
Lastly, the Primary Out room has a single group of controls that aren’t found in the Primary
In room. The Enable Clipping button in the Basic tab of the Primary Out room lets you
turn on the effect of the three individual ceiling parameters for the red, green, and blue
color channels of the current shot.
This option lets you prevent illegal broadcast values in shots to which you’re applying
extreme Primary In, Secondary, or Color FX corrections if you don’t want to turn on
Broadcast Safe for the entire program.
The Ceiling parameters can also be used to perform RGB limiting for hard-to-legalize clips.
Color provides many tools for managing the corrections and grades that you've applied.
You can work even faster by saving, copying, and applying corrections and grades you've
already created to multiple shots at once.
There are three areas of the Color interface where you can save, organize, copy, apply,
and otherwise manage corrections and grades: the corrections bin inside each room, the
Grades bin and the Shots browser in the Setup room, and the grades track in the Timeline.
This chapter describes the use of all these areas of the interface in more detail.
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Corrections are adjustments that are made within a single room. You have the option to
save individual corrections into the bins available in the Primary In and Out, Secondaries,
and Color FX rooms. Once saved, corrections can be applied to one or more shots in your
project without changing the settings of any other rooms. For example, if there are five
shots in a scene to which you want to apply a previously saved secondary correction, you
can do so without affecting the primary corrections that have already been made to those
shots. Each room has its own corrections bin for saving and applying individual corrections,
although the Primary In and Primary Out rooms share the same saved corrections.
A grade, on the other hand, encompasses multiple corrections across several rooms,
saving every primary, secondary, and Color FX correction together as a single unit. When
you save a group of corrections as a grade, you can apply them all together as a single
preset. Applying a saved grade overwrites any corrections that have already been made
to the shot or shots you're applying it to. Saved grades are managed using the Grades
bin, located in the Setup room.
3 Click Save.
The correction is saved into the current room's bin with a thumbnail of the shot it was
saved from.
Tip: To overwrite a previously saved correction with a new one using the same name,
select the correction you want to overwrite before saving the new grade, then click
Replace when a warning appears. This is useful when you’ve updated a grade that you
previously saved.
Entering a custom name for your saved correction is optional, but recommended, to help
you keep track of all your corrections during extensive grading sessions. If you don't enter
a name, saved corrections (and grades) are automatically named using the following
method:
CorrectionType.Day Month Year Hour.Minute.Second TimeZone.extension
The date and time used correspond to the exact second the correction is saved. For
example, a saved secondary correction might have the following automatic name:
Secondary.01 May 2007 10.31.47EST.scc
Corrections from each room are saved into corresponding directories in the
/Users/username/Library/Application Support/Color directory. For more information, see
How Are Grades and Corrections Saved and Organized?.
4 Click in the File field underneath the corrections bin, enter a name for the saved correction,
and press Return. (This step is optional.)
5 Click the Save button (in the bottom-right corner of the Grades bin).
The grade is saved with a thumbnail from the shot it was saved from. Once you've saved
a grade, deleting, organizing, and applying grades is identical to deleting, organizing,
and applying saved corrections.
Grades are saved to the /Users/username/Library/Application Support/Color/Grades
directory.
2 Drag the grade bar of any shot you want to save into the Grades bin.
Tip: To overwrite a previously saved grade with a new one using the same name, select
the grade you want to overwrite before saving the new grade, then click Replace when
a warning appears. This is useful when you’ve updated a grade that you previously saved.
Note: You can only save corrections and grades in a folder after that folder has been
created.
2 Enter a name for the new folder in the New Folder dialog, then click Create.
A new folder with the name you entered is created inside the corrections bin of that
room.
You can use the grades and correction bars in the grades tracks to add, switch, and copy
grades directly in the Timeline. For more information, see:
• Adding and Selecting Among Multiple Grades
• Resetting Grades in the Timeline
• Copying Corrections and Grades in the Timeline
By default, each shot in a project has a single primary grade applied to it, although you
can add more at any time.
The shot you drag the correction onto becomes highlighted, and after you drop the
correction, the current grade for that shot appears with the same grade bar.
Note: When you copy individual corrections, secondary corrections overwrite other
secondary corrections of the same number.
The shot you drag the grade onto becomes highlighted, and after you drop it, every
correction in the current grade for that shot is overwritten with those of the grade you
copied.
You can also copy a grade to another grade within the same shot. This is useful for
duplicating a grade to use as a starting point for creating variations on that grade.
You can also drag a corrections or grade bar to copy it to multiple selected shots.
Keep in mind the following rules when dragging corrections and grades onto multiple
selected shots:
• Dragging onto one of several selected shots copies that correction or grade to the
currently selected grade of each shot in the selection.
Before
After
Before
After
Before
After
Before
After
The grade at the current position of the playhead is copied to all selected shots.
The grade at the current position of the playhead is copied to every shot in your program.
Note: The Secondaries and Color FX rooms don’t have Copy To Selected or Copy To All
buttons. However, you can accomplish the same task in one of two ways: select the shots
you want to copy a correction to and then drag and drop within the Timeline (see Copying
Corrections and Grades in the Timeline); or save a Secondaries or Color FX correction to
that room’s bin, then select the shots you want to apply that correction to and drag it
onto one of the selected shots. For more information, see Applying Saved Corrections
and Grades to Shots.
You can also use the Copy and Paste memory banks feature via a supported control
surface. For more information, see Setting Up a Control Surface.
While the beauty grade setting is primarily intended as a visual marker for your reference,
there is a command available from the Render Queue menu to add all beauty grades to
the Render Queue. (For more information, see How to Render Shots in Your Project.) This
means that you can use the beauty grade designation to control which shots are added
to the Render Queue. For example, you might use the beauty grade to keep track of
which clips you’ve changed during a revisions session, making it easy to render only the
changed shots at the end of the day.
The beauty grade does not have to be the currently selected grade, although if you begin
using the beauty grade designation, it’s best to keep it up-to-date for each shot in your
project to avoid confusion.
You can change which grade is set as the beauty grade at any time, or you can clear
beauty grade designations altogether.
Note: Pan & Scan settings in the Geometry room remain enabled even when grades are
disabled.
You can also use icon view as an organizational tool to rearrange the shots in your program
into groups based not on their position in the program, but on the angle of coverage
they're from or the type of grade you'll be applying, to give but two examples. For more
information, see Using the Shots Browser.
You can also rearrange shots freely when the Shots browser is in icon view. Rearranging
the order of shots in icon view does nothing to change the shot order in the Timeline,
but it can help you to organize shots visually so they’re faster to find, select, and work
with later.
All the grades available to that shot appear as bars underneath, connected to the shot
with blue connection lines. Once the grades are revealed, you can change which one is
selected.
The selected grade turns blue, while the unselected grades remain dark gray.
Note: Grades that have been rendered are colored green.
The current shot's name bar appears gray, and the playhead moves to that shot's first
frame in the Timeline.
Selected shots appear with a cyan highlight over their name bars, and are simultaneously
selected in the Timeline.
The uses of groups are endless. In short, any time you find yourself wanting to apply a
single correction or grade to an entire series of shots, you should consider using groups.
There are several different ways you can select shots you want to group together.
To select shots in the Timeline or Shots browser (in list view) and create a group
1 Select the shots you want to include in the group by doing one of the following:
• Shift-click or Command-click to select a range of contiguous or noncontiguous shots
in the Timeline.
Even though this step is not strictly necessary, it can be helpful visually for you to see
which shots you're grouping together as a spatially arranged set of icons.
4 Select all the shots you want to group by Command-clicking their name bars.
5 Press G.
For more information on working with groups once you’ve created them, see Working
with Groups.
When a group is collapsed, the shots that are connected to that group are hidden.
Double-clicking a collapsed group makes all the hidden shots visible again.
Once you've created a group, copying a correction or grade to the group is easy.
The correction you dragged overwrites the settings in the same room of every shot in
that group.
The grade you dragged overwrites the currently selected grade of every shot in that
group. Unselected grades are not affected.
Stage 2: Balancing Every Shot in a Scene to Have Similar Contrast and Color Balance
See Stage 3: Balancing All the Shots in a Scene to Match for more information.
These steps can all be performed within a single room, or they can be broken up among
several rooms.
This section suggests but one out of countless ways in which the different rooms in Color
can be used to perform the steps necessary to grade your projects.
Stage 2: Balancing Every Shot in a Scene to Have Similar Contrast and Color Balance
After optimizing each clip, you can balance the contrast and color of each shot to match
the others in that scene using the first tab in the Secondaries room. If you select the
Enable button of the Secondaries room without restricting the default settings of the HSL
qualifiers, the adjustments you make are identical to those made in one of the Primary
rooms.
Important: If you're using a secondary tab to affect the entire image, make sure the
Previews tab is not the selected tab while you work. If the Previews tab is selected, the
monitored image is modified by the selected Matte Preview Mode and may exhibit a
subtle color shift as a result while the Secondaries tab is selected. Clicking the Hue, Sat,
or Lum Curve tabs, even though you're not using them, lets you monitor the image
correctly.
Moreover, because each step of the color grading process was performed in a specific
room of the Color interface, it will hopefully be easier to identify which client notes
correspond to the adjustments needing correction.
The steps outlined above are simply suggestions. With time, you'll undoubtedly develop
your own way of managing the different processes that go into grading programs in
Color.
You can create animated grades and other effects using keyframes in the Timeline.
The keyframing mechanism in Color is simple, but effective. It’s designed to let you quickly
animate color corrections, vignettes, Color FX nodes, Pan & Scan effects, and user shapes
with a minimum number of steps.
Here are some common examples of ways you can use animated keyframes:
• Correct an accidental exposure change in the middle of a shot.
• Create an animated lighting effect, such as a light being turned off or on.
• Correct an accidental white balance adjustment in the middle of a shot.
• Move a vignette to follow the movement of a subject.
• Animate a user shape to rotoscope a subject for an intensive correction.
Keyframing Limitations
There are three major limitations to the use of keyframes in Color.
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You Can’t Keyframe Clips That Use Speed Effects
While color correcting projects that were sent from Final Cut Pro, there’s a limitation to
shots with speed effects applied to them. While they can be adjusted in any of the rooms
in Color like any other shot, speed-effected shots cannot be keyframed in Color.
If you’re prepping a project in Final Cut Pro that you want to send to Color, you can avoid
this limitation by exporting all clips with speed effects as self-contained QuickTime files
and reedit them into the Timeline of your Final Cut Pro sequence to replace the original
effects before you send the sequence to Color.
Tip: If you’re exporting clips with speed effects in order to make them self-contained
QuickTime files, you may want to try sending slow motion clips to Motion, where you
can set the clip’s Frame Blending parameter to Optical Flow for smoother effects
processing. After you’ve processed your slow motion clips in Motion, it’s best to export
self-contained QuickTime files from Motion, which you can then reedit into your
Final Cut Pro sequence to replace the original effects.
Pan & Scan Room Keyframes Can’t Be Sent Back to Final Cut Pro
Pan & Scan keyframes that are created in Color cannot be translated into corresponding
motion effect keyframes in Final Cut Pro. All Color keyframes are removed when you send
your project back to Final Cut Pro, with the settings at the first frame of each clip being
used for translation.
Note: Keyframed Scale, Rotation, Center, and Aspect Ratio Motion tab parameters in
Final Cut Pro do not appear and are not editable in Color, but these keyframes are
preserved and reappear when you send your project back to Final Cut Pro. If a clip has
Motion tab keyframes from Final Cut Pro, it appears in Color with the geometry of the
last keyframe that’s applied to the clip. If necessary, you can Reset the geometry room
to see the entire clip, since this will have no effect on the keyframes being internally
preserved and returned to Final Cut Pro.
Keyframes created in each room are visible in the Timeline all at once, but you can edit
and delete only the keyframes of the room that's currently open. All other keyframes are
locked until you open their associated rooms.
Although the ways you create, edit, and remove keyframes are identical for every room,
keyframes have different effects in each room. For more information, see:
• Keyframing Corrections in the Primary In and Out Rooms
• Keyframing Secondary Corrections
• Keyframing Color FX
• Keyframing Pan & Scan Effects
• Keyframing User Shapes
In addition to the color and contrast controls, the following secondary controls can also
be animated using keyframes:
• The Enable button that turns each secondary correction off and on
• The qualifiers for the secondary keyer
• The Vignette button that turns vignetting off and on
• All vignette shape parameters
The ability to keyframe all these controls means you can automate secondary color
correction operations in extremely powerful ways. For example, you can adjust the
qualifiers of the secondary keyer to compensate for a change of exposure in the original
shot that's causing an unwanted change in the area of isolation.
Keyframing the vignette shape parameters lets you animate vignettes to follow a moving
subject, or to create other animated spotlight effects.
Keyframing Color FX
You can keyframe node parameters in the Color FX room to create all sorts of effects.
Even though the Color FX room only has a single keyframe track, each node in your node
tree has its own keyframes. You can record the state of every parameter within a node
using a single set of keyframes; however, a node's parameters cannot be individually
keyframed.
The only keyframes that are displayed in the Color FX room's keyframe track are those of
the node that's currently selected for editing. All other node keyframes are hidden. This
can be a bit confusing at first, as keyframes appear and disappear in the Timeline
depending on which node is currently being edited.
Note: You can only keyframe shapes after they have been assigned to a tab in the
Secondaries room.
Once you add a keyframe to a shot in a particular room, you can edit the controls and
parameters in that room only when the playhead is directly over a keyframe. If you want
to make further adjustments to a keyframed shot, you need to move the playhead to the
frame at which you want to make an adjustment and add another keyframe. Then you
can make the necessary adjustments while the playhead is over the new keyframe.
Once you've added one or more keyframes, you can use a pair of commands to quickly
move the playhead to the next keyframe to the right or left.
You can also delete every keyframe applied to a shot in a particular room all at once.
When you remove all the keyframes from a particular effect, the entire effect is changed
to match the values of the frame at the current position of the playhead.
You can easily adjust the timing of keyframes that you're already created.
You can also adjust the timing of a keyframe while previewing the frame you're moving
it to.
You can also use the keyframe graph to navigate to a room with keyframed effects.
Keyframe Interpolation
The interpolation method that a keyframe is set to determines how settings are animated
from one keyframe to the next. There are three possible types of interpolation:
• Smooth: Smooth keyframes begin the transition to the next keyframed state slowly,
reaching full speed in the middle of the transition and then slowing down to a stop at
the next keyframe. This "easing" from one keyframe to the next creates transitions
between color corrections, animated Color FX node parameters, Pan & Scan settings,
and animated user shapes that look and move smoothly and naturally. However, if you
have more than two keyframes, your effect will seem to pause for one frame as the
playhead passes over each keyframe, which may or may not be desirable.
• Linear: Linear keyframes make a steady transition from one keyframed state to the
next, with no acceleration and no slowing down. If you use linear keyframes to animate
an effect that happens somewhere in the middle of a shot, the animated effect may
appear to begin and end somewhat abruptly. On the other hand, if you are keyframing
an animated effect that begins at the first frame and ends at the last frame of the shot,
the appearance will be of a consistent rate of change.
By default, all new keyframes that you create are smooth, although you can change a
keyframe's interpolation at any time. Changing a keyframe's interpolation affects only
the way values are animated between it and the next keyframe to the right.
The Geometry room provides a way to zoom in to shots, create pan and scan effects,
draw custom mattes for vignetted secondary operations, and track moving subjects to
automate the animation of vignettes and shapes.
The Geometry room is divided into an image preview (which contains the onscreen
controls for all of the functions in this room) and three tabs to the right. Each tab has
different tools to perform specific functions. The Pan & Scan tab lets you resize, rotate,
flip, and flop shots as necessary. The Shapes tab lets you create custom masks to use with
secondary corrections. Finally, the Tracking tab provides an interface for creating and
applying motion tracking, to use with vignettes and custom shapes in your project.
To reframe the image preview to fit to the current size of the screen
µ Press F.
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The Pan & Scan Tab
The Pan & Scan tab lets you apply basic transformations to the shots in your projects.
You can use these transformations to blow images up, reposition them to crop out
unwanted areas of the frame, and rotate shots to create canted angles. You can also use
pan and scan effects to reframe each shot when you’re downconverting a high-resolution
widescreen project to a standard definition 4:3 frame. For more information, see:
• Exchanging Geometry Settings with Final Cut Pro
• Working with the Pan & Scan Tab
• Animating Pan & Scan Settings with Keyframes and Trackers
• Copying and Resetting Pan & Scan Settings
While you grade your program, you can preview the effect these transformations have
on each shot and make further adjustments as necessary.
Once you finish working on your project in Color, whether or not Color processes Pan &
Scan adjustments when you render each shot from the Render Queue depends on what
kind of source media you’re using, and how you’re planning on rendering it:
• When projects are sent to Color from Final Cut Pro or imported via XML files, all the
Pan & Scan transformations that are applied to your shots in Color are translated back
into their equivalent Final Cut Pro Motion tab settings. You then have the option to
further customize those effects in Final Cut Pro prior to rendering and output.
• Keyframed Scale, Rotation, Center, and Aspect Ratio Motion tab parameters do not
appear and are not editable in Color, but these keyframes are preserved and reappear
when you send your project back to Final Cut Pro.
• Pan & Scan keyframes created in Color cannot be translated into corresponding Motion
tab keyframes in Final Cut Pro. All Color keyframes are removed when you send your
project back to Final Cut Pro, with the settings at the first frame of each clip being used
for translation.
If a clip has Motion tab keyframes from Final Cut Pro, it appears in Color with the
geometry of the last keyframe that is applied to the clip. If necessary, you can reset the
geometry room to see the entire clip while you make corrections in Color, since this will
have no effect on the keyframes being internally preserved and returned to Final Cut Pro.
The onscreen controls are designed to work in conjunction with the image that’s displayed
by the preview and broadcast displays. In other words, you use the onscreen controls to
isolate the portion of the image you want to output, and you view the actual
transformation on the preview and broadcast displays.
To resize a shot
µ Drag any of the four corners of the onscreen control to resize the shot relative to its center.
The onscreen control shrinks or expands to include less or more of the image, and the
preview and broadcast displays show the result. This also adjusts the Scale parameter.
To rotate a shot
µ Drag just outside the four corner handles, right to rotate left, and left to rotate right.
To reposition a shot
µ Drag anywhere within the red bounding box.
The onscreen control moves to select a different portion of the shot, and the preview
and broadcast displays show the result.
Note: There are no onscreen controls for the Aspect Ratio, Flip, and Flop controls.
• Position X and Y: Controls the portion of the image that’s viewed when you reposition
the onscreen control. These parameters translate to the two dimensions of the Center
parameter in Final Cut Pro.
• Scale: Controls the size of the image.
• Aspect Ratio: Lets you change the width-to-height ratio of shots to either squeeze or
stretch them. This parameter has no onscreen control.
• Rotation: Lets you spin the shot about the center of the onscreen control.
• Flip Image: Lets you reverse the image horizontally. Right and left are reversed.
• Flop Image: Lets you reverse the image vertically. Top and bottom are reversed.
Important: The Flip Image and Flop Image parameters are disabled when you’re working
with an XML project from Final Cut Pro because there are no equivalent parameters in
the Motion tab.
When you choose this option, you are immediately taken to the Shapes tab of the
Geometry room, which provides the controls for drawing and editing your own custom
shapes. For a more thorough explanation of this workflow, see Creating a User Shape for
Vignetting.
Note: User Shapes can only be used with secondary operations in the Secondaries room.
They cannot be used in the Color FX room.
• Current Secondary pop-up menu: Lists which of the eight available tabs in the Secondaries
room is the currently selected secondary operation, but you can choose any secondary
tab from this pop-up menu prior to making an assignment. When you click the Attach
button, this is the secondary tab that the currently selected shape will be attached to.
• Attached Shape: When you select a shape that has been attached to a shot’s secondary
tab, this field shows the selected shape’s name and the grade to which it’s been attached
using the following format: shapeName.gradeNumber
• Attach button: Once you’ve drawn a shape you want to use to limit a secondary
operation, click Attach to attach it to the currently open secondary tab in the Secondaries
room (shown in the Current Secondary field).
• Detach button: Click Detach to break the relationship between a shape and the
secondary tab to which it was previously assigned. Once detached, a shape no longer
has a limiting effect on a secondary operation.
Click Load to load all the shapes that are saved within this directory into the Shapes list
of the current shot. Once you decide which shape you want to use, you can remove the
others.
Drawing Shapes
Drawing and editing shapes works in much the same way as other compositing
applications. Color uses B-Splines to draw curved shapes, which are fast to draw and edit.
These splines work similarly to those used in the curves in the Primary and Secondaries
rooms.
The control point hovering above the shape is pulling the entire shape toward itself,
while the surrounding control points help to keep other parts of the shape in place.
The complexity of a shape is defined by how many control points are exerting influence
on that shape. If two control points are added to either side, and moved down, the curve
can be modified as seen below.
To make curves in a shape sharper, move their control points closer together. To make
curves more gentle, move the control points farther away from one another.
The following procedures describe how to create, remove, and adjust the control points
that edit curve controls.
To draw a shape
1 Click one of the eight tabs in the Secondaries room to use it to make a secondary
correction, turn on the Enable and Vignette buttons, then choose User Shape from the
Shape pop-up menu.
The Shapes tab in the Geometry room opens, and you’re ready to draw a shape.
2 Click anywhere within the image preview area to add the first control point.
3 Continue clicking within the image preview area to add more points.
4 When you’re ready to finish, close the shape by clicking the first control point you created.
To adjust a shape
µ Drag any of its control points in any direction.
Unlike Bezier splines, B-Splines have no tangents to adjust. The only adjustments you can
make require using the number and position of control points relative to one another.
To reposition a shape
µ Drag its green center handle in any direction.
The center handle is the point around which keyframing and motion tracking
transformations are made.
To resize a shape
1 Make sure the Main button is selected in the Shapes tab.
2 Drag a selection box around every control point you want to resize.
You don’t have to select every control point in the shape; you can make a partial selection
to resize only a portion of the overall shape. The center of all selected control points
displays a small green crosshairs box that shows the position of the selected control
points relative to the center handle.
3 Do one of the following:
• Drag any of the four corners of the selection box to resize the shape relative to the
opposite corner, which remains locked in position.
• Option-drag the selection box to resize the shape relative to its center control (visible
as green crosshairs).
• Shift-drag the selection box to resize the shape while locking its aspect ratio, enlarging
or reducing the shape without changing its width-to-height ratio.
2 If necessary, adjust the shape’s inner and outer shape to create the most appropriate
feathering outline around the perimeter of the shape.
This lets you create irregularly feathered outlines when you’re isolating a feature where
one edge should be hard, and another feathered.
4 Click the first control point of the shape when you finish adding more control points.
When you process a tracker, Color analyzes an area of pixels specified by the outer
orange Search Region box of the onscreen control, over the range of frames specified
by the Mark In and Mark Out buttons. The tracker attempts to “follow” the feature
you’ve identified (using the inner red Reference Pattern box of the onscreen control)
as it moves across the frame. Angular, high-contrast features are ideal reference patterns
that will give you the best results.
• Manual Tracking: Manual tracking uses you as the computer, providing a streamlined
interface for you to follow a moving subject by clicking it with your mouse, frame by
frame from the In point to the Out point, until you’ve constructed a motion path by
hand. This method can be tedious, but it can also yield the best results for shots that
are difficult to track automatically.
You can use either one or both of these methods together to track a subject’s motion.
Note: Color can only use one-point motion tracking. Two- and four-point tracking are
not supported.
If you’re working on a shot where automatic tracking is almost usable, but has a few
errors, you might be able to use manual tracking on top of the automatic track to correct
the most egregious mistakes, and then increase Tracking Curve Smoothness to get an
acceptable result. For more information about manual tracking, see Using the Tracking
Tab.
However, if actors or other subjects in the shot pass in front of the feature you’re tracking,
or if the motion of a shot is so fast that it introduces motion blur, or if there’s excessive
noise, or if there’s simply not a feature on the subject you need to track that’s
well-enough defined, you may need to resort to manual tracking for the entire shot,
which can be tedious if it’s a long shot. In many cases, manual keyframing may well be
the most efficient solution. For more information on keyframing, see Keyframing.
When applied to a vignette or a user shape, the animation of the Motion Tracker is added
to the X and Y positioning of the shape. For this reason, it’s most efficient to track a subject
and assign that tracker to the vignette, shape, or setting first, and adjust the positioning
later.
For example, suppose you’ve used a tracker to follow the movement of someone’s eye,
and you want to apply that motion to a vignette that highlights that person’s face. You
should choose the tracker from the Use Tracker pop-up menu first. As soon as you choose
a tracker, the vignette or shape you’re animating moves so that it’s centered on the
tracked feature. At that point, you can position the center, angle, and softness of the
shape to better fit the person’s face. This way, the vignette starts out in the correct position
and goes on to follow the path created by the tracker. Because the tracker uses an
additional transformation, you can still reposition the vignette using the X and Y center
parameters or the onscreen control in the Previews tab.
Note: If you apply a tracker to the Pan & Scan settings for any shot in a project that was
sent from Final Cut Pro, the tracking data will be lost when the project is sent back to
Final Cut Pro. However, if it’s for a project that’s being rendered as a DPX or Cineon image
sequence, the animated Pan & Scan settings will be rendered into the final image.
• Tracker list: A list of all the trackers that have been created for the shot at the current
position of the playhead. This list has three columns:
• Name column: The name of that tracker. All trackers are named in the following
manner: tracker.idNumber
• ID number: The ID number that corresponds to a particular tracker. This is the number
you choose from any Use Tracker pop-up menu to pick a tracker to use to animate
that adjustment.
• Status column: A progress bar that shows whether or not a tracker has been processed.
Red means that a tracker is unprocessed, while green means processed.
The bigger the box, the longer the track will take.
5 Next, adjust the outer box to include as much of the surrounding shot as you judge
necessary to analyze the shot.
Tip: For a successful track, the feature you’ve identified using the Reference Pattern box
should never move outside the search region you’ve defined as the shot proceeds from
one frame to the next. If the motion in the shot is fast, you’ll want to make the outer box
larger, even though this increases the length of time required for the analysis. If the
motion in the shot is slow, you can shrink the Search Region box to a smaller size to
decrease the time needed for analysis.
6 Move the playhead to the last frame of the range you want to track, then click Mark Out.
In many cases, this will be the last frame of the shot. However, if the feature you’re tracking
becomes obscured, you’ll want to set the Out point to the last frame where the feature
is visible.
7 Click Process.
Color starts to analyze the shot, starting at the In point, and a green progress bar moves
from the In point to the Out point to show how much of the clip has been analyzed.
When processing is complete, that tracker appears with a green bar in the Status column
of the Tracker list, and that tracker is ready to be used in your project. That tracker’s motion
path appears in the image preview area whenever that tracker is selected.
If the resulting motion path from an Automatic Tracker has a few glitches, you can drag
individual keyframes around to improve it.
If there’s a shot in which the motion is too difficult to track automatically, you might try
manually tracking the feature. You can turn on the Manual Tracker option either to correct
mistakes in an automatically tracked motion path, or you can use manual tracking on its
own to create an entire motion path from scratch.
When you turn on manual tracking, the onscreen tracker control disappears.
4 Move the playhead to the first frame of the range you want to track, then click Mark In.
5 Now that everything’s set up, simply click a feature in the preview area that you want to
track.
For example, if you were tracking someone’s face for vignetting later on, you might click
the nose. Whatever feature you choose, make sure it’s something that you can easily and
clearly click on, in the same place, on every frame you need to track.
Each click creates a keyframe manually, and then advances the playhead one frame.
6 Click the same feature you clicked in the previous frame, as each frame advances, until
you reach the Out point, or the end of the shot.
Sometimes a motion track is successful, but the resulting motion path is too rough to
use in its original state. Often, irregular motion will expose an animated effect that you’re
trying to keep invisible. These may be seen as jagged motion paths.
In these cases, you can use the Tracking Curve Smoothness slider to smooth out the
motion path that’s created by the tracker.
To smooth a track
1 Select a tracker in the Tracker list.
The Tracking Curve Smoothness slider is nondestructive. This means that the original
tracking data is preserved, and you can raise or lower the smoothing that’s applied to
the original data at any time if you need to make further adjustments. Lowering the
Tracking Curve Smoothness to 0 restores the tracking data at its originally analyzed state.
The Still Store provides an interface with which to compare shots to one another while
you do scene-to-scene color correction.
Using the Still Store interface, you can save images from different shots in a project to
use as reference stills for comparison to shots you’re correcting to match. This is a common
operation in scene-to-scene color correction, when you’re balancing all the shots in a
scene to match the exposure and color of one another, so they all look as if they were
shot at the same place, at the same time.
Using the Still Store, you can save reference stills from any shot in your project, for
comparison to any other shot. This means if you’re working on a documentary where a
particular style of headshot is interspersed throughout the program, you can save a
reference still of the graded master headshot, and recall it for comparison to every other
headshot in the program.
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3 Optionally, if you want to save the still with a custom name, you can click the Still Store
tab and type a name in the File field below the Still Store bin.
If you don’t enter a custom name, each still image you save will be automatically named
in the following manner:
Still.Day_Month_Year_Hour_Minute_SecondTimezone.sri
The date and time reflect exactly when the still image was saved.
Note: If you load a still image into the Still Store immediately prior to saving another one,
the newly saved still image will use the name of the still you loaded, overwriting the
previously saved still as a result.
4 To save the still, do one of the following:
• From any room, choose Still Store > Store (or press Control-I).
• Click the Still Store tab, then click Save.
A still image of the frame at the position of the playhead is saved as an uncompressed
DPX file in the /StillStore/ subdirectory within the project bundle itself. It also appears
within Color as an item in the Still Store bin. When the Still Store is set to icon view, each
saved still appears with a thumbnail for reference.
Still Store images are saved at the native resolution of the source media from which
they’re derived, but they’re not saved with the currently applied LUT correction. That
way, if your project were using a LUT when you saved the images in the Still Store, and
you clear that LUT from your project, the saved still images will continue to match the
shots they originated from.
Important: Still Store images aren’t updated if the shot they originated from is regraded.
This means that if you save a Still Store image from a shot, and then later regrade that
shot to have a different look, the saved Still Store image will no longer be representative
of that shot and should be removed. If there is any question whether or not a still image
correctly reflects a shot’s current grade, the date and time the still image was saved might
provide a hint.
You can also organize your saved stills into subdirectories. You might create individual
subdirectories based on the date of work, the scene stills are saved from, or any other
organizational means of your own devising.
Important: You cannot move still images into subdirectories once they’ve been created.
To save new stills in a subdirectory, you need to navigate the Still Store bin to that directory
before saving any new stills.
Once a still is loaded, you still have to turn on Display Loaded Still to make the image
visible.
• Enable: Makes the currently loaded Still Store image visible in the preview and video
output monitors. Identical to the Still Store > Enable (Control-U) command.
• Transition: This parameter determines how much of the loaded still is visible onscreen.
When set to 0, the loaded still is not visible at all. When set to 1, the loaded still fills the
entire screen. Any value in between creates a split-screen view.
• Angle: Changes the angle along which the border of a split screen is oriented. The
orientation buttons below automatically change the Angle parameter, but the only
way to create a diagonal split screen is to customize this control yourself.
• Left to Right: Changes the Angle parameter to 180 degrees, to create a vertical split
screen with the still to the left.
• Right to Left: Changes the Angle parameter to 0 degrees, to create a vertical split screen
with the still to the right.
• Top to Bottom: Changes the Angle parameter to –90 degrees, to create a horizontal
split screen with the still at the top.
• Bottom to Top: Changes the Angle parameter to 90 degrees, to create a horizontal split
screen with the still at the bottom.
• Up Directory button: Clicking this button takes you to the next directory up the current
path. You cannot exit the project bundle. To keep your project organized you should
make sure that you save all your stills within the “StillStore" directory of your project
bundle.
• Home Directory button: Changes the directory path to the “StillStore” directory within
your project bundle.
• Icon View: Changes the Still Store bin to icon view. Each saved still image is represented
by a thumbnail, and all stills are organized according to the date and time they were
saved, with the oldest stills appearing first (from left to right).
• List View: In list view, all still images and directories are represented by two columns;
the still image file’s name appears to the left, and the date of its creation appears to
the right. All stills are organized according to the date and time they were saved, with
the oldest appearing at the top and the newest at the bottom.
• Icon Size slider: When the Still Store bin is in icon view, this slider lets you increase and
decrease the size of the thumbnails that are displayed for each still.
• File field: This field does double duty. When you load a still image, this field displays
the still image’s name. However, if you enter a custom name and then save another
still, the new still will be created with the name you entered.
• Directory pop-up menu: This pop-up menu shows you the current directory path and
lets you navigate farther up the current directory structure, if you wish.
• New Folder button: Creates a new subdirectory inside the StillStore directory of your
project bundle.
Once you’ve finished color correcting your program, the controls in the Render Queue
let you render the appropriate set of media files for the final output of your program,
either to Final Cut Pro or for delivery to other compatible systems.
In Color, rendering is treated as the final step in committing your corrections to disk by
generating a new set of media files. The Render Queue lets you render some or all of the
shots in your project once they’ve been corrected in Color.
You can use the Render Queue to render your project either incrementally or all at once.
For example, if you’re working on a high-resolution project with a multi-day or multi-week
schedule, you may choose to add each scene’s shots to the Render Queue as they’re
approved, preparing them for an overnight render at the end of each day’s session. This
distributes the workload over many days and eliminates the need for a single
time-consuming render session to output the entire program at once.
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The Graphics Card You’re Using Affects the Rendered Output
Color uses the GPU of the graphics card that’s installed in your computer to render the
color correction and geometry adjustments that you’ve applied to the shots in your
program. Different video cards have GPU processors with differing capabilities, so it’s
entirely possible for the same Color project to look slightly different when rendered on
computers with different graphics cards. To ensure color accuracy, it’s best to render
your project on a computer using the same graphics card that was used when color
correcting that program.
In all cases, the corrections you’ve made using the Primary In, Secondary, Color FX, and
Primary Out rooms are always rendered.
Effects That Are Rendered When Projects Use 4K Native RED QuickTime Media
• When rendering projects using 4K native RED QuickTime media, the output is always
rendered at the resolution specified by the Resolution Presets pop-up menu in the
Project Settings tab of the Setup room. Additionally, all the transformations you’ve
made in the Geometry room’s Pan & Scan tab are always rendered into the final media.
This is not true of projects using 2K native RED QuickTime media.
• If you’re outputting to film and you’ve set the Render File Type pop-up menu in the
Project Settings tab of the Setup room to DPX or Cineon, then all video transitions are
rendered as linear dissolves when you use the Gather Rendered Media command to
consolidate the finally rendered frames of your project in preparation for film output.
This feature is only available for projects that use DPX and Cineon image sequence
media or RED QuickTime media, and is intended only to support film out workflows.
Only dissolves are rendered; any other type of transition (such as a wipe or iris) will be
rendered as a dissolve instead.
• If you’re sending the project back to Final Cut Pro and the Render File Type pop-up
menu in the Project Settings tab of the Setup room is set to QuickTime, effects such
as transitions that have been invisibly preserved are not rendered. Instead, when you
send the finished Color project back to Final Cut Pro, such effects reappear in the
resulting Final Cut Pro sequence. At that point, you have the option of making further
adjustments and rendering the Final Cut Pro project prior to outputting it to tape or
as a QuickTime master movie file.
For more information, see Exchanging Geometry Settings with Final Cut Pro.
For a complete list of which codecs are supported by Color, see Compatible QuickTime
Codecs for Import.
For a list of the mastering codecs that Color supports for output, see Compatible QuickTime
Codecs for Output.
When you render the finished project, how the final media is processed depends on the
format you’re rendering to:
• If you’re rendering QuickTime media to send back to Final Cut Pro: Each shot is individually
rendered with the same frame size, aspect ratio, and interlacing as the original media
file it’s linked to. Regardless of the project’s resolution preset, standard definition shots
are rendered as standard definition, high definition shots are rendered as high definition,
progressive frame shots are rendered progressive, and interlaced shots are rendered
interlaced. On the other hand, every shot in the project is rendered using the QuickTime
export codec that’s specified in the Project Settings tab of the Setup room, and if the
original frame size is a nonstandard high definition frame size, then it is changed to
the nearest full-raster frame size when rendered.
When you send the project back to Final Cut Pro, the Position, Scale, Aspect Ratio, and
Rotation parameters of each shot in the Pan & Scan tab of the Geometry room are
passed back to each clip’s corresponding Motion tab settings in Final Cut Pro, so that
all of the clips conform to the sequence settings as they did before. However, each
rendered media file in the project that was sent back to Final Cut Pro should have the
same frame size, aspect ratio, and interlacing as the original media files that were
originally sent to Color.
However, it’s not recommended to send a sequence to Color that mixes clips with
different frame rates, particularly when mixing 23.98 fps and 29.97 fps media. The
resulting graded media rendered by Color may have incorrect timecode and in or out
points that are off by a frame.
Furthermore, when outputting to tape, all sequences should consist of clips with
matching frame rates and field handling (progressive or interlaced) for the highest
quality results.
If you have one or more clips in your sequence with a frame rate or field handling
standard that don’t match those of the sequence, you can use Compressor to do a
standards conversion of the mismatched clips. For more information, see Final Cut Studio
Workflows, available at http://documentation.apple.com/en/finalcutstudio/workflows.
• Add Unrendered: Adds all currently unrendered shots to the Render Queue.
• Add Selected: Adds all currently selected shots to the Render Queue.
• Add All: Adds every shot in the Timeline to the Render Queue. Shots that have already
been rendered are also placed in the queue and will be rerendered unless they’re first
removed. Shots that are rerendered overwrite the previously rendered media.
• Remove Selected: Removes only shots that you’ve selected from the Render Queue.
• Clear Queue: Removes all shots from the Render Queue.
However you decide to render the media in your project, the process is pretty much the
same: you check your project and shot settings, add shots to the Render Queue, and then
use the Start Render command.
To check your Project Settings and User Preferences before you add shots to the Render
Queue
1 Before you add any shots to the Render Queue, always double-check the Render Directory
field in the Project Settings tab of the Setup room, to make sure that you’re using the
correct render directory. Otherwise, your media may not be rendered where you expect
it to be.
2 Next, check the following parameters in the Project Settings tab, since they affect how
your media is rendered:
• Display LUT: If you have a display LUT applied to your project, it will be rendered into
the output. If you were using the LUT to simulate an output profile (for example, film
printing), you don’t want this to happen. Choose File > Clear Display LUT to prevent
the LUT from affecting the rendered output. For more information, see Using Display
LUTs.
• Resolution Presets: If you change the resolution preset to a different frame size than
the one the project was originally set to, how that frame size affects the rendering of
your final graded media depends on whether your project uses ordinary QuickTime
media, native RED QuickTime media, or DPX/Cineon media. For more information, see
Resolution and Codec Settings.
• Render File Type: This setting determines whether you render QuickTime media
(appropriate for sending back to Final Cut Pro), or DPX or Cineon image sequences
(appropriate for printing to film). For more information, see Resolution and Codec
Settings.
Note: You can add a shot to the Render Queue with one grade enabled, then choose
another grade for that shot and add it to the Render Queue again to render both grades
for that shot.
3 Click Start Render, or choose Render Queue > Start Render (or press Command-P).
Tip: You may find that your program renders more quickly if you set the Video Output
pop-up menu in the User Prefs tab of the Setup room to Disabled.
The shots in the Render Queue start rendering. A green progress bar appears in the
Progress column of the first unrendered shot in the list, which shows how long that shot
is taking to render.
At the same time, the render bar appearing above the Timeline ruler for the shot being
rendered gradually turns green to mirror the progress of the render, while the grade bar
that’s currently being rendered turns magenta.
Note: To pause rendering, press Escape (whichever shot is interrupted will have to start
rendering over again from its beginning). You can click Start Render again to resume
rendering.
All rendered media is written to that project’s render directory, which is specified in the
Project Settings tab of the Setup room. The render directory is organized into numbered
subdirectories, with one subdirectory corresponding to each shot in your project’s Timeline.
The number of each subdirectory corresponds to each shot’s number in the Number
column of the Render Queue. Each of these subdirectories contains up to four rendered
sets of media corresponding to each rendered grade.
For more information about options in the Project Settings tab or User Prefs tab in the
Setup room, see The Project Settings Tab or The User Preferences Tab.
You also have the ability to render each of a shot’s grades individually, or together. This
way, whenever there’s a scene where the client might approve one of four different looks,
you can hedge your bets by rendering all versions.
Color keeps track of which grade is currently selected when you send that project back
to Final Cut Pro, or when you use the Gather Rendered Media command, and makes sure
that the appropriate render file is used.
Each rendered grade is numbered. For example, if you rendered two different grades in
a QuickTime-based project for shot number 1, the subdirectory for that shot would have
two shots, named 1_g1.MOV and 1_g2.MOV, with the number coming immediately after
the g indicating which grade that file corresponds to.
If you try to add a shot that’s currently shown as having been rendered to the Render
Queue (for example, you’ve inadvertently included one or more shots that have already
been rendered in a selection of shots you want to render), a dialog warns you which shots
will be rerendered, with the option to leave them out of the queue.
Clicking Yes forces Color to add them to the Render Queue, where they will be rendered
a second time.
Whenever you click Start Render, the date and time the render was started and number
of clips queued up for rendering is written into the log, followed by information and
statistics about each clip that is rendered. This information includes:
• Path the rendered file was written to
The date and time that rendering was completed appears after the end of each session’s
individual clip entries.
You have the option of clearing out the color.log file if it becomes too long.
Note: Choosing Cineon as the Render File Type limits the Printing Density to Film (95
Black - 685 White : Logarithmic), while choosing QuickTime as the Render File Type limits
it to Linear (0 Black - 1023 White).
The Printing Density pop-up menu lets you choose how to map 0 percent black and 100
percent white in each color-corrected shot to the minimum and maximum numeric ranges
that each format supports. Additionally, the option you choose determines whether or
not super-white values are preserved. There are three possible settings:
• Film (95 Black - 685 White : Logarithmic): The minimum and maximum values of 0 and
100 percent in Color’s scopes correspond to the digital values of 95 and 685 in rendered
DPX files. Super-white values above 100, if present in Color, are preserved using this
format.
When using analog devices, make sure they are calibrated for accurate brightness and
color so you can color correct your video accurately.
NTSC and PAL each have specific color bar standards, and even within NTSC and PAL
there are several standards. When you evaluate color bars on a video scope, it is important
to know which color bars standard you are measuring, or you may make improper
adjustments. “SMPTE bars” is a commonly used standard.
405
Monitors are calibrated using SMPTE standard color bars. Brightness and contrast are
adjusted by eye, using the color bars onscreen. Adjusting chroma and phase involves
using the “blue only” button found on professional video monitors. This calibration should
be done to all monitors in use, whether they’re in the field or in the editing room.
When monitor
brightness and contrast
is properly adjusted, this
strip should barely be
visible above black.
When adjusting the contrast, also watch the white square in the lower left. If the contrast
is too high, the white square appears to “spill” into the surrounding squares. Adjust the
contrast until the luma of the white square no longer spills into surrounding squares.
Important: Contrast should only be adjusted after brightness.
7 Once you have finished adjusting luma settings, turn up the Chroma control to the middle
(detent) position.
Note: Some knobs stop subtly at a default position. This is known as the detent position
of the knob. If you’re adjusting a PAL monitor, then you’re finished. The next few steps
are color adjustments that only need to be made to NTSC monitors.
8 Press the “blue only” button on the front of your monitor to prepare for the adjustment
of the Chroma and Phase controls.
Note: This button is usually only available on professional monitors.
9 Make the following adjustments based on the type of video signal you’re monitoring:
• If you’re monitoring an SDI or component Y′CBCR signal, you only need to adjust the
Chroma control so that the tops and bottoms of the alternating gray bars match. This
is the only adjustment you need to make, because the Phase control has no effect with
SDI or component signals.
• If you’re monitoring a Y/C (also called S-Video) signal, it’s being run through an RGB
decoder that’s built into the monitor. In this case, adjust both the Chroma and Phase
controls. The chroma affects the balance of the outer two gray bars; the phase affects
the balance of the inner two gray bars. Adjustments made to one of these controls
affects the other, so continue to adjust both until all of the gray bars are of uniform
brightness at top and bottom.
This chapter shows the various keyboard shortcuts that are available while working in
Color.
Project Shortcuts
Keyboard shortcut Function
New project
N
Open project
O
Save project
S
409
Keyboard shortcut Function
Open archived version of project
option A
Cut
X
Copy
C
Paste
V
Select All
A
Deselect All
shift A
Switches between single display and dual display modes the next
shift 0
time Color is opened
Play backward
J
Stop
K
Play forward
L
Go to beginning of Timeline
home
Go to end of Timeline
end
Grade Shortcuts
Keyboard shortcut Function
Create new grade/switch to grade 1
control 1
Zoom in
=
Zoom to fit every shot into the available width of the Timeline
shift Z
Editing Shortcuts
Keyboard shortcut Function
Choose Select tool
control S
Save frame at the current position of the playhead to the Still Store
control I
Start Render
P
The tables in this section show the various Multi-Touch controls that are available in Color.
Multi-Touch controls require a Multi-Touch capable input device.
417
Multi-Touch Gesture Description
Pinch close Shrink icons
Pinch open Enlarge icons
Two-finger scroll Pan around the image preview
Color is compatible with control surfaces from JLCooper and Tangent Devices.
A control surface lets you make simultaneous adjustments to multiple parameters while
you work. Not only is this faster, but it allows you to interactively make complex color
adjustments to different areas of the image at once. This appendix describes how to
connect and configure compatible control surfaces to your computer for use with Color.
PAGE
PAGE 1 PAGE 5
1 2 3 4 5 6 7 8 BANK 1
PAGE 2 PAGE 6
BANK 2
PAGE 3 PAGE 7
BANK 4
PAGE 4 PAGE 8
BANK 4
ASSIGN
UTILITY
F3
R2 B2
F4 W4
W3 W5
F5
F6
W2 W6
F7
F8
W1 W7
JOG SHUTTLE
To use compatible JLCooper control surfaces with Color, you need the following:
• Eclipse CX, MCS-3000, MCS-3400, or MCS-3800 with an MCS-Spectrum
421
• Your Controller configured with an Ethernet board supplied in Slot #1
• Multiport hub, router, or switch
• Cat-5 Ethernet cables
The Eclipse CX has a single Ethernet connection. The Ethernet connection for the
MCS-Spectrum is bridged to the MCS-3000 using an Expander Cable. The MCS-3000 then
connects to your computer via Ethernet.
Important: The JLCooper control surfaces cannot be connected to the second Ethernet
port of your Mac Pro; it must be connected to your computer’s primary Ethernet port, if
necessary, through a hub or switch if you need to share the port with an Internet
connection.
PAGE
1 2 3 4 5 6 7 8 BANK 1
BANK 2
BANK 4
BANK 4
ASSIGN
UTILITY
F1
F3
F4 W4
W3 W5
F5
F6
W2 W6
F7
F8
W1 W7
JOG SHUTTLE
To locate a position on the Timeline using shot numbers (in shot number mode)
1 Press Mode Locate or Set Locate on the MCS-3000.
2 Enter the Shot ID you wish to locate, then press Enter.
The playhead moves to the shot associated with that ID on the Timeline.
PAGE 1 PAGE 5
PAGE 2 PAGE 6
PAGE 3 PAGE 7
PAGE 4 PAGE 8
R1 B1 R3 B3
R2 B2
The following procedure describes how to configure and use this control surface with
Color.
Note: You must be logged in as an administrator to set up the Tangent Devices CP100.
MORE
F1 F2 F3 F7 F8 F9
4 5 6 +
F4 F5 F6 CUE PREV NEXT
1 2 3 -
MARK IN OUT
00 0 MODE
MEM GRACE DELETE
ALT
To use the CP200 series of control surfaces with Color, you need the following:
• A CP200-BK Trackerball/Knob panel, CP200-TS Transport/Selection Panel, CP200-K Knob
Panel, and/or CP200-S Selection Panel
• Multiport hub or switch
• Cat-5 Ethernet cables
Important: The CP200 series control surfaces cannot be connected to the second Ethernet
port of your Mac Pro; they must be connected to your computer’s primary Ethernet port,
if necessary through a hub or switch if you need to share the port with an Internet
connection.
4 Choose “Tangent Devices - CP200” from the Control Surface pop-up menu.
Each CP200 device that Color is compatible with appears with an Enabled checkbox with
two fields: one for the ID number that you wrote down previously, and one for the IP
address.
5 For each CP200 device you own:
a Select its checkbox.
b Type its ID number into the corresponding field, then press Enter to continue.
c Type an IP address into the corresponding field, then press Enter to continue.
Note: The first three period–delimited sets of numbers in the IP address must match
the first three sets of numbers that are used on your particular network. If you’re not
sure what values to use, you can check to see what IP address is used by your computer,
and base the CP200 IP address on that, making sure you change the last three numbers
so that the address is unique.
6 Click Yes.
F1 F2 F3 F7 F8 F9
F4 F5 F6
MORE
4 5 6 +
CUE PREV NEXT
1 2 3 -
MARK IN OUT
00 0 MODE
MEM GRACE DELETE
ALT
Note: When you open the Previews tab in the Secondaries room, the HSL qualifier controls
override the RBG channel controls.