How does colour grading work?

Cinema cameras record log: a flat, grey file that keeps about 7.8 stops above a grey card, where a Rec.709 video file clips just 2.5 stops up. A 3D LUT, a cube of input and output colours, turns log into a normal picture.

Film a street, three faces and a sunset in 3D, then grade them yourself. A real grading pipeline runs on your graphics card: log footage through a 3D LUT, lift, gamma and gain wheels you can drag, live waveform, parade and vectorscope, a tracked power window, teal and orange, and HDR in nits.

GradeClearOpened 9 Sept 202615 min to playFree · no sign-up

In 60 seconds

  1. Log keeps the light, a LUT makes it watchable

    Cinema cameras record log: a flat, grey file that keeps about 7.8 stops above a grey card, where a Rec.709 video file clips just 2.5 stops up. A 3D LUT, a cube of input and output colours, turns log into a normal picture.

  2. Lift, gamma, gain, checked on scopes

    Three colour wheels move the shadows, mid-tones and highlights. Colourists trust scopes over their eyes: the waveform shows brightness from 0 to 100, the RGB parade shows balance, and the vectorscope shows hue, with every skin tone near one line at about 123°.

  3. Matching shots

    Shots filmed hours apart, on different cameras, must cut together. Balance a grey chart until red, green and blue line up on the parade, match its level, then match saturation. Grading can fix colour and brightness, but not the direction of the light.

  4. Secondaries change only part of the picture

    A qualifier selects a range of hue, saturation and brightness, like only the sky or one shirt. A power window is a soft shape, tracked to follow a moving face. Strong looks always hold skin tones out, so faces stay natural.

  5. The look

    Teal and orange works because the two are complementary and skin sits on the orange side. Bleach bypass, film print emulation, day for night, sepia and noir are other classic looks, stored as creative LUTs and applied shot by shot.

  6. Delivery: nits and gamuts

    SDR is graded for 100 nits of white, cinema screens about 48, and HDR TVs reach 1,000 or more, giving highlights far more room. Rec.709 covers about a third of visible colours on the CIE diagram, Rec.2020 about two thirds (nearer three quarters by other measures). Suites are dim and neutral grey so the colourist's eyes are not fooled.

The history

From women painting film frames with tiny brushes in Paris to colourists shaping HDR pictures on free software in Mumbai and Hollywood.

Read the full history
  1. 1905Colour cut out with stencils
  2. 1950Colour on one strip of film
  3. 1984da Vinci is born in Florida
  4. 2000A whole film graded on a computer
  5. 2011Pro grading, free for everyone

The full explanation

GradeClear, chapter by chapter

Chapter 1

Flat log footage and the LUT

Why cinema cameras record a grey, washed-out picture, and how a LUT brings it to life.

Straight out of a cinema camera, footage looks flat: grey blacks, dull colours, no punch. That is on purpose. The camera records in log, a curve that gives every stop of light (every doubling of brightness) about the same number of code values. A sunny street has a sky many times brighter than a face in shade, and log keeps both.

A normal video picture, Rec.709, is made for screens. It spends its codes where our eyes look, and runs out just 2.5 stops above a grey card. Anything brighter, like the sky, is clipped to flat white forever. A log file from a cinema camera keeps about 7.8 stops above grey. That extra room is why cameras shoot log (see CineCameraClear for dynamic range).

To watch log you need a LUT, a lookup table. A 1D LUT is a list: for each input level, an output level, one curve per channel. A 3D LUT is a cube of colours: for a grid of input colours (say 33 × 33 × 33) it stores the output colour, and the graphics card blends between the nearest points. A 3D LUT can do things a 1D one cannot, like changing saturation or turning the camera's wide colours into screen colours. The cube of dots on the stage is that LUT, moving every colour to its new place.

Try “Log to display” in the interactive model →

Chapter 2

Lift, gamma, gain and the scopes

Three wheels for the shadows, the middle and the highlights, checked on real scopes.

The first job in any grade is the primary correction: make the shot look natural and balanced. Colourists do it with three colour wheels, one for each part of the picture.

Lift moves the blacks and shadows. Gamma moves the middle tones, where faces usually sit. Gain moves the highlights. Turning a wheel's ring makes that part brighter or darker. Dragging its centre towards a colour tints that part: warm shadows, cool highlights, or a green cast taken out of the middle. Next to them sit exposure, white balance (temperature and tint), contrast and saturation.

Screens and eyes lie, so colourists trust the scopes. The waveform plots brightness from 0 at the bottom to 100 at the top, for every column of the picture. The RGB parade shows red, green and blue side by side: a neutral grey has all three at the same height. The vectorscope is a colour wheel: distance from the centre is saturation, angle is hue. Every human skin tone, light or dark, lands close to one line, the skin-tone line. Push anything past 100 and it clips; push below 0 and the shadows are crushed. Colour temperature on set is explained in LightingClear, and how the eye sees colour in EyeClear.

Try “Primary correction” in the interactive model →

Chapter 3

Making two shots match

Two cameras, two times of day, one scene that has to look continuous.

A scene is cut from many shots, filmed hours apart, sometimes on different cameras. The sun moves, clouds pass, and every camera sees colour a little differently. If the shots are not matched, the audience feels a jump at every cut, even if they cannot say why. Matching is a huge part of a colourist's day. How the cuts themselves work is in EditClear.

Colourists match with the scopes, not by eye. They put the two shots side by side and compare the RGB parade: something that should be neutral grey must have red, green and blue at the same height in both. That fixes the balance. Then the exposure: the same grey card should sit at the same level on the waveform. Last, saturation and contrast: the same coloured object should sit the same distance out on the vectorscope.

A colour chart filmed at the start of each setup makes this much easier, because everyone knows exactly what colour each patch should be. Grading can match colour and brightness, but not everything: it cannot move a shadow that falls the wrong way.

Try “Balance and match” in the interactive model →

Chapter 4

Qualifiers, power windows and skin

Change only the sky, only a shirt, only one face, and keep skin looking like skin.

Primaries change the whole picture. Secondaries change only part of it. There are two main tools.

A qualifier picks pixels by their colour: a range of hue, saturation and brightness (HSL). Choose the blue of the sky and only the sky turns deeper; choose the purple of a shirt and you can make it red for a continuity fix. Colourists check the selection as a matte, a black-and-white mask, to make sure nothing else sneaks in.

A power window is a shape, like a soft circle, drawn on the picture. Brighten inside it to lead the eye to a face, darken outside it to make a vignette. People move, so windows are tracked: the software follows a point from frame to frame and moves the window with it. VFX artists track in the same way (see VFXClear).

Every strong look must protect skin. Push a whole shot towards blue-green and faces go grey and ill. So colourists key the skin tones and hold them out of the push. The eye forgives a strange sky, but never a strange face.

Try “Secondaries” in the interactive model →

Chapter 5

Teal and orange, noir and the creative LUT

Once the shot is balanced, the colourist gives the film its mood.

After correction comes the look: the colour that tells you how to feel. Warm and golden, cold and steely, faded and old. Film makers plan it early with a palette (see ConceptArtClear) and the colourist builds it in the grade, often saving it as a creative LUT so every shot gets the same treatment.

The most famous modern look is teal and orange. It works because of complementary colours: orange and teal sit opposite each other on the colour wheel, and opposites make each other look stronger. Skin, of every shade, sits on the orange side. So if you push shadows, skies and backgrounds towards teal, the faces pop out. Watch the vectorscope squeeze every colour onto one line.

Other classic looks: bleach bypass (silvery, harsh, low colour), film print emulation (a gentle S-curve and blacks that never quite reach zero), day for night (filmed in daylight, darkened and turned blue), sepia and noir. Amélie (2001) is famous for its warm greens and golds. A look is only a starting point: colourists still fine-tune it shot by shot.

Try “The look” in the interactive model →

Chapter 6

The grading suite, HDR and colour gamuts

Why a colourist grades in a dim grey room, and why every film is graded more than once.

Colourists work in a grading suite: a dim room with neutral grey walls and a calibrated reference monitor. Our eyes adjust to whatever is around them, so a bright or coloured room would fool them. The HDR standard even says how bright the wall behind the screen should be: a dim, neutral grey of about 5 nits. The monitor is measured with a probe so that its grey really is grey. Projection in cinemas is its own story (see ProjectorClear, coming soon).

Brightness on a screen is measured in nits (candelas per square metre). Normal SDR video is graded for a white of 100 nits, and a cinema screen is only about 48. HDR TVs reach 1,000 nits or more, and HDR masters are often made on 1,000 to 4,000 nit monitors. In HDR a white shirt stays around 200 nits but the sun, lamps and sparkles get ten times more room, so they keep their detail and colour. That is why films are delivered in several versions: an HDR grade, an SDR trim and a cinema version.

Screens also differ in how saturated their colours can go: their gamut. On the CIE diagram, the horseshoe is every colour a human can see (how the eye does it is in EyeClear). Rec.709 covers about a third of it, DCI-P3 (cinema) more, and Rec.2020 about two thirds of the diagram's area (other ways of measuring put it nearer three quarters). India's digital intermediate industry took off in the early 2000s: Prime Focus says its 2003 grade of Qayamat was the first fully colour-graded Indian film, and today studios such as Prime Focus and Red Chillies grade films in-house.

Try “Delivery: HDR and gamuts” in the interactive model →

Test yourself

Frequently asked

Why does log footage look flat and grey?

It squeezes a huge range of light into the file, ready to be graded. Log spreads every stop evenly through the file. It is meant to be converted, not watched as it is.

A sky is clipped in a Rec.709 file. What happens when you lower exposure in the grade?

It turns flat grey. Clipped pixels all hold the same value. Darkening them just makes a uniform grey patch: the detail was never recorded.

What does a 3D LUT store?

A cube of input colours and the output colour for each. Each point in the cube is an input colour with its output colour. The GPU blends between the nearest points.

You want brighter faces without changing the blacks or the brightest whites. Which wheel?

Gamma. Gamma bends the middle of the curve, where faces usually sit, and leaves the two ends in place.

On a waveform, a flat line squashed against the top means…

Clipped highlights. Everything that reached 100 has become the same value, so its detail is gone.

Why do colourists watch the skin-tone line on the vectorscope?

Skin of every shade sits near the same hue, so it shows if faces have drifted. Skin tones differ mostly in brightness, not hue. If faces drift off the line, they look ill or sunburnt.

On an RGB parade, how do you know a grey card is neutral?

Red, green and blue sit at the same height. Grey has equal amounts of red, green and blue, so all three traces line up.

What is usually matched first?

Balance and exposure. Get neutral things neutral and the brightness level right first; saturation and style come after.

Which difference between two shots can grading NOT fix?

Shadows falling in a different direction. Grading changes colours and brightness, not where the light came from.

A qualifier selects pixels by…

Their hue, saturation and brightness. An HSL qualifier keys a range of colour and brightness, wherever it is in the frame.

An actor walks across the frame. How does the window brightening his face stay on him?

It is tracked: software follows a point and moves the window. A tracker follows features frame by frame and moves the window with them.

Why protect skin when pushing a shot towards blue-green?

Faces turned grey or green look ill, and viewers notice at once. We are very sensitive to skin colour. Holding faces out keeps them natural inside a strong look.

Why does teal and orange flatter faces?

Skin sits on the orange side, and teal is its opposite, so faces stand out. Complementary colours strengthen each other. With the background pushed to teal, warm skin pops.

What is a creative LUT?

A stored look that can be applied to many shots. A LUT stores exactly how every colour should change, so a look can be shared and repeated.

Day for night means…

Filming in daylight and grading it to look like night. Real night is hard to film. Underexposing, cooling and desaturating daylight footage fakes it.

Roughly how bright is white in a normal SDR grade?

100 nits. SDR video is graded for a reference white of about 100 nits.

What does HDR mostly add?

Far more room for highlights, like the sun and lamps. Faces and white walls stay at similar levels; the extra brightness goes to highlights, which keep detail and colour.

Why are grading suites dim with neutral grey walls?

So the colourist’s eyes aren’t fooled by bright or coloured surroundings. Eyes adapt to their surroundings. A controlled, neutral room keeps judgement honest.

Words worth knowing

Log
A recording curve that gives each stop of light a similar share of code values, keeping huge dynamic range.
LUT
A lookup table: a list (1D) or cube (3D) of input colours and the output colours they become.
Lift, gamma, gain
Controls for the shadows, mid-tones and highlights of a picture.
Waveform
A scope plotting the brightness of every column of the picture from 0 to 100.
Vectorscope
A round scope showing hue as angle and saturation as distance from the centre.
Qualifier
A selection made from a range of hue, saturation and brightness.
Power window
A soft shape that limits where a correction applies, often tracked to a moving subject.
Nit
A unit of screen brightness: one candela per square metre.
Gamut
The range of colours a screen or standard can show.

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