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- Promote Simple, Color, and Advanced View actions to the top-level View menu - Move Toolbar and Fullscreen into a new Window submenu - Keep Docks as a top-level View submenu, excluding Tutorial and scope docks - Add a top-level Scopes submenu with scope dock toggles and Show All Scopes - Rename Freeze/Un-Freeze View to Lock/Unlock Docks - Move Lock/Unlock Docks and Show All Docks into the Docks menu - Make Show All Docks skip the Tutorial dock - Add middle-click-to-close support for dock title bars and tabified dock tabs - Fix Cosmic Dusk checked menu item alignment
482 lines
23 KiB
ReStructuredText
482 lines
23 KiB
ReStructuredText
.. Copyright (c) 2008-2026 OpenShot Studios, LLC
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(http://www.openshotstudios.com). This file is part of
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OpenShot Video Editor (http://www.openshot.org), an open-source project
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dedicated to delivering high quality video editing and animation solutions
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to the world.
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.. OpenShot Video Editor is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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.. OpenShot Video Editor is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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.. You should have received a copy of the GNU General Public License
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along with OpenShot Library. If not, see <http://www.gnu.org/licenses/>.
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.. _color_ref:
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Color
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=====
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Have you ever noticed that thriller films look gritty and desaturated while romantic comedies feel
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vibrant and warm? That is not an accident — it is deliberate **color work**. Color is one of the most
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powerful storytelling tools in video, and OpenShot gives you professional-grade tools to use it, whether
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you are fixing a problem shot or building a cinematic look from scratch.
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.. image:: images/color-grade-view.jpg
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*The OpenShot Color View: video preview in the center, Color Wheels dock on the right, and video scopes
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(Luma Waveform and Histogram) below.*
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.. seealso::
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:ref:`effects_color_grade` in :doc:`effects` — full property reference and keyframe details for the
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Color Grade effect.
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.. _color_basics_ref:
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Understanding Color
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-------------------
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Every pixel in a digital video frame is made of three numbers: **Red**, **Green**, and **Blue** (each
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0–255). White is all three at maximum; black is all three at zero; gray is any equal mix. Combining
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primaries creates secondary colors (Red + Green = Yellow, Red + Blue = Magenta, Green + Blue = Cyan).
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Four properties you will adjust constantly:
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- **Exposure** — overall brightness. Overexposed footage has many pixels near 255 (blown-out
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highlights); underexposed footage is crushed near 0.
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- **Contrast** — the spread between brightest and darkest. High contrast is dramatic; low contrast
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looks flat or milky.
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- **Saturation** — how vivid the colors are. Zero saturation = grayscale. Cameras often record
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slightly less saturation than reality to give editors more room.
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- **Hue** — the actual color (red, yellow, green, blue…). Shifting hue rotates all colors around
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the color wheel and is mostly used for creative stylistic effects.
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Video Scopes — What They Are and Why They Matter
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^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
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Your monitor is not a reliable measuring tool — room lighting, screen brightness, and uncalibrated
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displays all affect what you see. **Video scopes** display the actual pixel values in your image as
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precise graphs. They never lie, even if your monitor does.
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OpenShot includes three scopes, all accessible from :guilabel:`View → Scopes` or opened automatically
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by the clip menu options described in :ref:`getting_started_ref`:
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- **Luma Waveform** — shows brightness across the frame, column by column. Instantly reveals
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overexposure, underexposure, and contrast problems. See :ref:`luma_waveform_ref`.
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- **Histogram** — shows how many pixels exist at each brightness level. Great for exposure and
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channel balance at a glance. See :ref:`histogram_ref`.
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- **Vectorscope** — a circular chroma plot showing the hue and saturation of every pixel. Ideal for
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checking color casts, overall saturation, and — with its built-in skin tone line — evaluating faces.
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See :ref:`vectorscope_ref`.
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Every scope also has a **Region** button in its toolbar. Click it and drag a box over any part of
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the video preview to restrict scope analysis to just that region — useful for isolating a face, sky,
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or any specific area of the frame.
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Color Correction — Fixing What Is Wrong
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^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
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**Color correction** is the process of fixing technical problems in footage so it looks the way
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reality appeared: wrong white balance, bad exposure, flat contrast, unwanted color casts. The goal
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is a clean, neutral image that looks natural and holds up on any screen. See :ref:`color_correction_ref`.
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Color Grading — Building a Look
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^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
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**Color grading** is the creative step: using the same tools to give corrected footage a deliberate
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visual mood or style. A warm golden nostalgia, a cold clinical thriller, a cinematic teal-and-orange
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— grading is where footage goes from "looks right" to "looks intentional." See :ref:`color_grading_ref`.
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.. _getting_started_ref:
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Getting Started
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---------------
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OpenShot offers several ways to open its color tools, depending on what you need:
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**Right-click a clip → Look → Adjust Colors**
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The quickest all-in-one setup. OpenShot adds the :guilabel:`Color Grade` effect to the clip,
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selects it, opens the :guilabel:`Properties` panel, and shows the :guilabel:`Color Wheels` dock
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and all three video scopes — ready to grade immediately.
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**Right-click a clip → Look → Color → [preset]** *(Auto Contrast, Lift Shadows, Warm Up, Boost Color…)*
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Adds the Color Grade effect with a useful preset already applied. The Color Wheels and scopes
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are not opened automatically — open them any time from :guilabel:`View → Scopes`.
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**Right-click a clip → Look → Analyze Colors**
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Opens all three scopes (Luma Waveform, Histogram, and Vectorscope, tabbed together on the right)
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without adding any Color Grade effect. Use this to evaluate footage before deciding whether it
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needs grading, or simply to monitor levels during playback.
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**View → Color View** *(optional immersive mode)*
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Switches the entire interface into a dedicated color grading layout: the video preview is
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maximized in the center, non-color docks are hidden, the Color Wheels dock appears on the right,
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and the scopes appear below. Switch back to your normal layout from the same menu when done.
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**Effects tab → drag Color Grade onto a clip**
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The fully manual approach. Add the effect without opening any docks automatically.
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.. _color_scopes_ref:
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Video Scopes
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------------
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Each scope updates live as the playhead moves. Use the **Region** button in any scope's toolbar
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to analyze just a selected area of the preview rather than the whole frame.
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.. _luma_waveform_ref:
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The Luma Waveform
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^^^^^^^^^^^^^^^^^^
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The Luma Waveform maps every pixel by horizontal position (X axis = left-to-right across the frame)
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and brightness (Y axis = 0% at bottom to 100% at top). Where many pixels share the same brightness
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at the same horizontal position, the trace glows brighter.
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.. image:: images/luma-waveform-rgb-parade.jpg
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*The Luma Waveform in RGB Parade mode, showing red, green, and blue channels side by side.*
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**How to read it:**
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- Waveform clustered near the **bottom** → underexposed. Raise Exposure.
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- Waveform packed against the **top** → overexposed. Lower Exposure or Highlights.
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- A **narrow horizontal band** in the middle → low contrast, image looks milky. Increase Contrast.
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- A **thick line at the very bottom** → blacks are crushed. Raise Shadows or lift the bottom-left
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point of Curve: All to restore shadow detail.
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IRE reference lines appear at 10%, 50%, and 90% as faint dashed lines. A well-exposed image keeps
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highlights below 90% and shadows above 5%.
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Waveform Modes
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^^^^^^^^^^^^^^
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.. table::
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:widths: 20 80
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=================== ====================================================================
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Mode What It Shows
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=================== ====================================================================
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Luma Brightness only (ignores color). Best for exposure and contrast work.
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Trace color can be changed to Green, White, or Orange.
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RGB Overlay Red, green, and blue channels drawn on top of each other in their
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natural colors. Quick visual check for overall channel balance.
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RGB Parade Three side-by-side panels (R, G, B). If one panel sits noticeably
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higher than the others in areas that should be neutral, white balance
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is off. Blue higher than red in the highlights → image is too cool.
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Red / Green / Blue Shows a single channel in isolation.
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=================== ====================================================================
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.. _histogram_ref:
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The Histogram
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^^^^^^^^^^^^^
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The Histogram sorts all pixels by brightness (0 = black on the left, 255 = white on the right) and
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shows how many pixels exist at each level as a bar chart. Red, green, blue, and luma are overlaid.
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.. image:: images/histogram-log.jpg
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*The Histogram in All Channels / Logarithmic mode.*
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**How to read it:**
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- Bars **clustered left** → underexposed.
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- Bars **pushed against the right edge** → overexposed, possibly clipping. A sharp wall on the right
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means highlight detail is gone.
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- A **narrow hill in the middle** → low contrast. Increasing Contrast will spread the bars out.
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The Histogram dock has two dropdowns:
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- **Channel** — *All Channels* shows R, G, B, and luma overlaid; individual options isolate one. If
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the Red histogram extends further right than Green and Blue, the image is warm.
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- **Scale** — *Logarithmic* (default) keeps rare tonal values visible. *Linear* shows raw counts,
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useful for comparing the relative weight of different tones.
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.. _vectorscope_ref:
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The Vectorscope
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^^^^^^^^^^^^^^^
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The Vectorscope is a 2D chroma plot. Each pixel is placed on a circular graph by its **hue**
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(direction from center) and **saturation** (distance from center). A pixel at dead center is
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colorless (gray or black); one at the edge is fully saturated.
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.. image:: images/vectorscope.jpg
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*The Vectorscope in Colorized mode, with the skin tone cluster visible near the center.*
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The outer ring shows broadcast hue labels — **R** (red), **Mg** (magenta), **B** (blue), **Cy**
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(cyan), **G** (green), **Yi** (yellow) — at their positions around the color wheel. The **dashed
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spoke line** is the **skin tone line**: all human skin tones, from lightest to darkest, should fall
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roughly along this line in the yellow-orange zone between Yi and R.
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**Display modes:**
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- **Colorized** (default) — each plotted pixel adopts the hue color of its position on the wheel.
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Makes it easy to see which colors are present and how saturated they are.
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- **Density** — monochrome brightness. Brighter = more pixels sharing that hue/saturation. Good for
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focusing on shape and balance rather than color identity.
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- **Intensity** — heatmap from blue (sparse) to red (dense). Quickly shows which colors dominate.
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**Zoom:** 100%, 200%, or 400%. Use 200% for skin tone work — it magnifies subtle shifts near center.
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**How to read it:**
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- Plot concentrated near the **center** → image is desaturated. Increase Saturation or Vibrance.
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- Plot tilted toward one side → color cast. Use Temperature, Tint, or the Global color wheel to push
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the cluster back toward center.
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- For **skin tone evaluation**: use the Region selector to draw a box over a face in the preview.
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The cluster should fall along the dashed skin tone line (see :ref:`skin_tones_ref`).
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.. _color_correction_ref:
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Color Correction
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----------------
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Color correction fixes technical problems — wrong white balance, bad exposure, flat contrast —
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so footage looks clean and natural. It is always the first step, before any creative work.
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.. _white_balance_ref:
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White Balance — Making Whites Look White
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^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
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Different light sources cast different colors: incandescent bulbs are orange-warm, fluorescent lights
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are greenish, open shade is cool blue. When the camera's auto white balance guesses wrong, footage
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looks color-cast. Fixing this is almost always your first move.
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Use **Temperature** and **Tint** in the :guilabel:`Color Grade` effect properties:
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- **Temperature** — shifts the image warmer (positive) or cooler (negative). Footage that looks too
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orange? Slide it negative.
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- **Tint** — fine-tunes green/magenta balance. Use this after Temperature to remove a lingering
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fluorescent tinge. Positive = magenta, negative = green.
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A quick check: find something in the shot that should be neutral — a white wall, a gray shirt, the
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whites of someone's eyes. The **RGB Parade** waveform mode makes this objective: all three channels
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should sit at the same height in those neutral areas.
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.. _skin_tones_ref:
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Skin Tones
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^^^^^^^^^^
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Human faces are the most scrutinized subjects in video. Viewers sense when skin looks wrong
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instantly, even if they cannot say why. Good skin tones are warm — they lean orange, not green or blue.
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All human skin tones — regardless of race — fall roughly along the same diagonal line on a
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vectorscope: the **skin tone line**. They shift lighter or darker and more or less saturated, but
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they always land in the orange-to-yellow zone. OpenShot's Vectorscope lets you verify this directly:
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1. Right-click the clip → :guilabel:`Color → Analyze Colors` to open the scopes.
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2. In the Vectorscope toolbar, click the **Region** button and drag a box over the skin in the preview.
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3. The cluster should sit along the dashed skin tone line. If it drifts toward green or blue, use
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**Temperature** (warmer) or the **Global** color wheel to nudge it back toward orange-yellow.
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.. image:: images/skin-tone-vectorscope.jpg
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*A face region selected in the video preview (left) with the vectorscope plotting only those pixels
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(right). The skin tone cluster aligns with the dashed skin tone line in the yellow-orange zone.*
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Avoid pushing Saturation too high — over-saturated skin looks unnatural even when the hue is correct.
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Primary Correction Controls
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^^^^^^^^^^^^^^^^^^^^^^^^^^^^
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These controls appear in the :guilabel:`Properties` panel when the Color Grade effect is selected:
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.. table::
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:widths: 20 80
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======================== =============================================================
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Property What It Does
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======================== =============================================================
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Temperature Warms (positive) or cools (negative) the entire image.
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Tint Fine-tunes green/magenta balance after Temperature.
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Exposure Makes the whole image brighter or darker.
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Contrast Expands (positive) or compresses (negative) the tonal range.
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Highlights Brightens or darkens only the bright parts. Negative values
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recover overexposed highlights.
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Shadows Lifts or lowers only the dark parts. Positive values open up
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shadow detail.
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Saturation Overall color intensity. 1.0 = unchanged, 0.0 = grayscale.
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Vibrance Like Saturation, but preferentially boosts muted colors
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without oversaturating ones that are already vivid.
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======================== =============================================================
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A Correction Workflow
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^^^^^^^^^^^^^^^^^^^^^^
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Work in this order for the best results:
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1. **Fix white balance first** — Temperature and Tint until neutrals look neutral.
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2. **Set exposure** — Exposure until brightness feels correct.
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3. **Adjust contrast** — expand or compress the tonal range to add depth.
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4. **Recover clipping** — Highlights and Shadows if bright areas are blown or shadows are crushed.
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5. **Adjust saturation** — Saturation or Vibrance to taste.
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6. **Check skin tones** — open the Vectorscope, use the Region selector on faces, and confirm the
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cluster aligns with the skin tone line.
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Use the scopes at each step — they show you what is actually in the image, regardless of monitor
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calibration.
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.. _color_grading_ref:
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Color Grading
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--------------
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Color grading is the creative step: using the same tools to build a deliberate visual mood on top
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of corrected footage. A few classic grades to inspire you:
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- **Warm, golden nostalgic** — push Highlights toward orange-yellow, nudge Midtones slightly warm.
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- **Cold, clinical** — cool the Shadows, desaturate slightly, keep Highlights neutral.
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- **Teal and orange** — the blockbuster look: Shadows toward teal, Highlights toward orange.
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- **Faded film** — lift the black point slightly (Curves) so shadows never reach full black.
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.. _color_wheels_ref:
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Color Wheels
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^^^^^^^^^^^^^
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Color wheels push color into specific **tonal ranges** without affecting the others. This is the tool
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professional colorists reach for most.
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.. image:: images/color-wheel-overall.jpg
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*The Color Wheels dock, showing Global, Shadows, Midtones, and Highlights wheels.*
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.. table::
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:widths: 20 80
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=================== ========================================================================
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Wheel What It Affects
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=================== ========================================================================
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Global A color tint across the **entire image** at all brightness levels.
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Shadows Color only in the **darkest parts**. Great for a cool teal tint.
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Midtones Color in the **middle tones** — where most skin tones live. Handle gently.
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Highlights Color only in the **brightest parts**. Warming highlights while keeping
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shadows cool is the foundation of the teal-and-orange look.
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=================== ========================================================================
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- Drag the **central dot** toward the desired color. Further from center = stronger effect.
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- The **Amount** slider blends the tinted result back toward the original.
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- The **Luma** slider adjusts the brightness of that tonal zone.
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- Right-click any wheel in Properties → **Reset** to return it to neutral.
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**To build the classic teal-and-orange look:**
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1. Drag **Shadows** toward teal (blue-green).
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2. Drag **Highlights** toward orange.
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3. Optionally nudge **Midtones** very slightly toward orange to warm skin tones.
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4. Lower the Amount sliders to 0.3–0.5 so the effect does not become overdone.
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.. _curves_ref:
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Curves — Precise Tonal and Color Control
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^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
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A curve is a graph where the horizontal axis is the input value and the vertical axis is the output
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value. A straight diagonal line means no change. Bend the curve and you change the relationship
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between input and output for that tonal range.
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.. image:: images/color-curve-editor.jpg
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*The OpenShot Curve Editor. Click to add points, drag to reshape, right-click to change interpolation.*
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**Common curve shapes:**
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- **S-curve** — pull the upper-right quarter up, the lower-left quarter down. Adds contrast and pop
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without shifting mid-gray. The most common starting move.
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- **Lifted blacks** — drag the bottom-left corner upward. Shadows never go fully to black — the
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faded-film look.
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- **Lower highlights** — add a point in the upper-right and pull it down. Recovers bright areas
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without affecting the rest.
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**The four channels:**
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- **Curve: All** — overall brightness across all channels. Used most often.
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- **Curve: Red** — up adds red (warms), down adds cyan. Pull shadows down for a cool shadow tint.
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- **Curve: Green** — up adds green, down adds magenta.
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- **Curve: Blue** — up cools, down warms. Classic move: pull Blue Shadows up (cool teal shadows) and
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Blue Highlights down (warm orange highlights).
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Curves beat sliders because you can apply *different* adjustments to *different* tonal ranges in a
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single operation — for example, warming highlights while cooling shadows simultaneously.
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.. _lut_ref:
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LUT Files — One-Click Color Looks
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^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
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A **LUT** (Lookup Table) is a pre-made color transformation: for every input color, output a specific
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different color. Professional colorists use LUTs to recreate film stocks, camera looks, or cinematic
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styles in one click. OpenShot supports industry-standard **.cube** files.
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OpenShot ships with a built-in LUT collection — see the :ref:`effects_ref` page for a visual gallery.
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Free **.cube** packs are widely available from photography communities online.
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**How to apply a LUT:**
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1. Select the :guilabel:`Color Grade` effect properties.
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2. Click :guilabel:`LUT File` and browse to a **.cube** file.
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3. Use :guilabel:`LUT Intensity` (0.0–1.0) to blend the LUT with your corrected image.
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Most professionals land between 0.4–0.7 for a natural feel.
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**Tips:**
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- Correct first, then grade. LUTs assume properly balanced footage — applied to a color-cast image,
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they will look wrong.
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- Most included LUTs target Rec. 709 footage (HD cameras, smartphones). If your camera records in a
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LOG profile, apply the appropriate LOG conversion LUT first.
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- Stack Color Grade with separate Color Map / Lookup effects to layer multiple LUTs.
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||
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||
.. _color_mix_ref:
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||
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||
The Mix Control
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||
^^^^^^^^^^^^^^^^
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||
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||
The **Mix** control (0.0–1.0) at the bottom of the Color Grade effect blends the graded result with
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||
the original image. At 1.0, the full grade applies. At 0.0, the original is shown.
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||
|
||
If your grade is correct but feels slightly heavy, dial Mix back to 0.7–0.9 to soften everything at
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||
once — no need to revisit every individual control.
|
||
|
||
Mix is keyframable: animate the grade fading in or out over time, for example opening a scene flat
|
||
and letting it bloom into full color.
|
||
|
||
.. _color_workflow_ref:
|
||
|
||
Putting It All Together — A Complete Workflow
|
||
----------------------------------------------
|
||
|
||
1. Select your clip. Right-click → :guilabel:`Color → Adjust Colors` to add the effect and open the
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||
Color Wheels and scopes in one step. Or use :guilabel:`Color → Analyze Colors` first if you want
|
||
to evaluate the footage before committing to a grade.
|
||
2. **Check the scopes before touching anything** — is the waveform too high or too low? A cast on
|
||
the RGB Parade? The histogram clipping against the right edge?
|
||
3. Fix **Temperature** and **Tint** to neutralize white balance.
|
||
4. Fix **Exposure**, then **Contrast**. Use **Highlights** and **Shadows** to recover clipping.
|
||
5. Gently adjust **Saturation** or **Vibrance**.
|
||
6. Open the **Vectorscope**, click Region, and draw a box over any faces. Confirm the skin tone
|
||
cluster aligns with the dashed line. If not, adjust Temperature or the Global color wheel.
|
||
7. Open the **Color Wheels** dock and build your creative grade — push Shadows one direction,
|
||
Highlights the opposite, handle Midtones carefully.
|
||
8. Fine-tune with **Curves**: a gentle S-curve on Curve: All; Curve: Blue for a cinematic push
|
||
(cool shadows up, warm highlights down).
|
||
9. Optionally browse to a **.cube** LUT and blend it in with **LUT Intensity**.
|
||
10. If the overall grade feels heavy, lower **Mix** to 0.7–0.9.
|
||
11. To compare before/after, drag **Mix** to 0.0 to see the original, then back to 1.0.
|
||
12. Happy with the result? Right-click the effect → **Copy**, select other clips, and **Paste
|
||
Effects**. Or use the **Parent** property to link multiple clips to a single master grade
|
||
(see :ref:`effect_parent_ref`).
|
||
|
||
For animating color properties over time, see :ref:`animation_ref`.
|
||
For a complete list of all Color Grade properties, see :ref:`effects_ref`.
|