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The 2026 Unreal Engine to Davinci Resolve Guide - ACES & sRGB

The 2026 Unreal Engine to Davinci Resolve Guide - ACES & sRGB

William Faucher

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[00:00]

Have you ever rendered a shot in Unreal

[00:01]

only to find it looks nothing like your

[00:03]

viewport? Things are dark. The colors

[00:06]

are all weird between aces and OCIO

[00:08]

configs. It is confusing and

[00:10]

frustrating. And that is what we're

[00:12]

looking at today. I made a tutorial for

[00:14]

Da Vinci Resolve a few years ago, but

[00:16]

I'm an eternal student. I'm always

[00:18]

learning and this revised workflow is so

[00:21]

much easier. Not only will your renders

[00:24]

match your viewport, will improve upon

[00:26]

them from there. But William, you might

[00:28]

ask, why bother with yet another app?

[00:30]

Why not just color grade in Unreal?

[00:32]

What's the point? Great question.

[00:34]

Resolve is specifically designed for

[00:36]

color grading, and its tools are far

[00:38]

more robust than what Unreal offers. It

[00:41]

is built for giving you complete control

[00:43]

over your final image in a

[00:45]

nondestructive way. Color science is

[00:48]

complicated. I don't claim to be an

[00:49]

expert, so please take all of this with

[00:51]

a grain of salt with respect to your own

[00:53]

production needs. Full disclosure, this

[00:55]

video is not sponsored. I do have

[00:58]

affiliate links for Dehancer, which is a

[01:00]

plugin for Da Vinci Resolve that we'll

[01:01]

be looking at later. That said, I've

[01:03]

just released a free update for Easy Fog

[01:06]

with performance optimizations and flow

[01:08]

map driven animation to add realistic

[01:10]

movement. Plus, my entire easy

[01:12]

collection of tools are all currently on

[01:14]

sale on Fab for the next week. So, grab

[01:17]

them while you can. With that out of the

[01:18]

way and into Unreal, let me show you

[01:21]

what my render settings are. If you

[01:22]

don't know how to render in Unreal, this

[01:24]

video I made recently has you covered

[01:26]

with everything you need to know about

[01:28]

the latest information. But for now,

[01:30]

here are the important render settings.

[01:33]

The file format I'm rendering in is EXR,

[01:35]

which is industry standard and offers

[01:37]

the best rendering quality and bit

[01:39]

depth. We won't be rendering in JPEG or

[01:42]

PNG because they really fall apart

[01:43]

quickly when you're editing, color

[01:45]

grading, or compositing. Next is color

[01:48]

output. And this is probably the most

[01:51]

important part of this video. Color

[01:53]

output revolves around the dreaded tone

[01:55]

curve. You might have heard about it

[01:57]

before, and it's not a bad thing. Just

[01:59]

don't get tone curved mixed up with tone

[02:01]

mapper. These are two different things.

[02:03]

If you watch my previous ASUS color

[02:05]

grading workflow, you might remember

[02:06]

setting up an OCIO config, finding and

[02:09]

downloading a config file online just to

[02:11]

handle the color space conversion. But

[02:14]

this time, it's unnecessary. Why?

[02:16]

because we can do the color space

[02:17]

conversion directly in Da Vinci Resolve.

[02:20]

No need for any extra conversions at

[02:22]

render time because we're rendering in

[02:23]

linear sRGB. Keeping things simple to

[02:27]

prove it. Here are two identical shots.

[02:30]

One rendered with an OCIO config

[02:32]

rendering in ASUS CG and the other in

[02:34]

linear sRGB. When properly converted in

[02:37]

Resolve, the results are identical. But

[02:40]

if you need your EXR file to be rendered

[02:42]

directly in ACCG or you want your

[02:45]

viewport to have a viewport transform,

[02:47]

which may be handy in a bit, here is

[02:50]

how. One, ensure you have the open color

[02:52]

IO plug-in enabled. Two, right click in

[02:55]

your content browser and create an open

[02:57]

color IO configuration file. Three, open

[03:01]

this config file and type OCIO

[03:05]

colon/default at the configuration file

[03:07]

path. The OCIO config is now built

[03:10]

directly into the engine with no need to

[03:12]

download anything. This is so nice.

[03:15]

Thank you, Epic. Next, you need linear

[03:18]

sRGB and ASUS CG as the desired color

[03:21]

spaces and sRGB ASUS 1.0 SDR video as

[03:25]

the display view. I'm going to refer to

[03:27]

the display view and how it can help you

[03:29]

later in this video. Remember this.

[03:32]

Next, in the color output node of movie

[03:34]

render Q, tick is enabled in the OCIO

[03:38]

configuration. Load the configuration

[03:39]

file we just created. In the transform

[03:42]

source, put in linear sRGB and ACCG as

[03:46]

the destination. Again, I don't even

[03:49]

recommend you do this unless you have a

[03:51]

reason for needing your EXR to be in

[03:53]

ASES from the get-go. I just want to

[03:55]

show you how it is easy to do. Okay, so

[03:58]

moving on. The setting to use in the

[04:01]

color output node, you need to ask

[04:02]

yourself if you want to render with a

[04:04]

tone curve on or off. What does this

[04:07]

mean for you, the artist? With the tone

[04:10]

curve on, which is default, you get a

[04:12]

one:1 match with the viewport. Here's an

[04:15]

example. On the right, a render properly

[04:17]

transformed into Vinc Resolve, and on

[04:19]

the left, the Unreal viewport. They are

[04:22]

identical. The downside is this render

[04:24]

is not linear nor aces, limiting your

[04:27]

flexibility in post. The baked in tone

[04:29]

curve makes color grading harder, even

[04:31]

in 16- bit EXR. Avoid this for

[04:34]

compositing or doing serious color work

[04:36]

in post. With the tone curve disabled,

[04:39]

it outputs linear sRGB, which I

[04:42]

recommend. With minimal tweaking and

[04:44]

resolve, you'll get within 99% viewport

[04:48]

accuracy with the added benefit of full

[04:50]

flexibility for compositing, matching

[04:53]

shots with other renderers, or

[04:55]

converting to a log profile if you want.

[04:57]

That is how I matched an ASUS render

[04:59]

earlier because it is a linear image.

[05:02]

That would not work if I left the tone

[05:04]

curve on. So, there's no right or wrong

[05:06]

choice here. It just depends on what you

[05:08]

need. Personally, I recommend disabling

[05:10]

the tone curve, but I'll show you how to

[05:12]

correctly convert every option we talked

[05:14]

about tone curve enabled, disabled, or

[05:16]

even if you rendered to ACCG directly. A

[05:19]

few additional things you can set up in

[05:20]

your level post-process volume are the

[05:23]

following. One, make sure your post

[05:25]

profit volume is set to unbound, but you

[05:28]

can set the blue correction and expand

[05:30]

gamut to zero. Blue correction can fix

[05:33]

some weirdness that occurs in bright

[05:34]

blues, and expand gamut does some fakery

[05:37]

to give the impression of wider gamut,

[05:40]

but I really struggle to see any

[05:42]

difference. And if anything, it is

[05:44]

making your colors wrong. These are not

[05:47]

mandatory, so don't fret if you forgot

[05:49]

to change it. You probably won't even

[05:50]

notice. It's just good to know about.

[05:53]

Okay, that was a lot of info, but now we

[05:55]

can render out our frames and move on to

[05:57]

Da Vinci Resolve, which is free to use.

[06:00]

It also has a paid studio version that

[06:02]

has a few extra bells and whistles that

[06:04]

is not absolutely essential. You can do

[06:06]

most of what I'm going to show you here

[06:08]

with the free version. I want to preface

[06:10]

that color grading is a very personal

[06:13]

thing. What one person likes, another

[06:15]

person might hate. There are entire

[06:17]

channels on YouTube dedicated to just

[06:20]

color grading. So, the point I want to

[06:21]

drill into you here is that there's no

[06:23]

right or wrong way to color grade a

[06:24]

shot. It's all about what you or your

[06:27]

client likes in the end. I just want to

[06:29]

show you the tools at your disposal to

[06:31]

get you started, both free tools and

[06:33]

paid ones. So, with Da Vinci Resolve

[06:35]

open, the first thing we want to do is

[06:37]

establish our timeline settings by going

[06:40]

to file and then project management. We

[06:42]

want to assign our resolution and

[06:44]

desired frame rate. My resolution here

[06:47]

is

[06:48]

2560x440 and this video is in 30 fps,

[06:51]

but there's no correct setting here.

[06:53]

Just choose what you want for your

[06:54]

project. You're going to find a bunch of

[06:55]

buttons at the bottom here. You got

[06:57]

media, cut, edit, fusion, color, fair

[07:00]

light, deliver. To import our renders

[07:02]

from Unreal, make sure you're on the

[07:05]

edit page. And here on the left in your

[07:08]

media pool, rightclick, import media,

[07:12]

and select all the renders and import.

[07:14]

Resolve is smart enough to figure out

[07:16]

that your image sequences are going to

[07:18]

be one clip. Once imported, drag and

[07:20]

drop the clip onto your timeline like

[07:22]

this. Now, if you've rendered in EXR

[07:24]

before, you know the colors are all

[07:27]

kinds of weird. Everything looks wrong

[07:30]

and dark. We just need to tell Da Vinci

[07:33]

Resolve how to interpret this render.

[07:35]

This doesn't happen with JPEG or PNG

[07:37]

because they are already in 8bit sRGB

[07:40]

with the tone curve baked in. For

[07:42]

demonstration purposes, I rendered out

[07:44]

the exact same shot in JPEG with the

[07:46]

tone curve left on as is the default,

[07:49]

which I will be using as our ground

[07:51]

truth reference here. If we take a

[07:52]

side-by-side comparison here, you'll see

[07:54]

we have a match. So, with our shots

[07:56]

imported, let's move on to the color

[07:58]

page, which is where we will convert and

[08:01]

display our renders correctly and begin

[08:04]

color grading them. So, once we are in

[08:06]

the color page here, you'll notice I

[08:08]

have four renders right here. If you

[08:09]

don't see that when you import your

[08:10]

clips, you can click on the little clip

[08:12]

button up here. I have one with the tone

[08:15]

curve enabled left by default, one with

[08:17]

the tone curve disabled in linear sRGB,

[08:20]

the third one in ASUS CG, and the JPEG

[08:24]

is my ground truth reference. We know

[08:26]

the JPEG matches my viewport in Unreal.

[08:30]

So, the way to convert our file

[08:31]

correctly is we need to add the ASES

[08:33]

transform node in the effects tab right

[08:36]

over here. If you don't see this, click

[08:38]

on FX up here and it will show up. Drag

[08:40]

and drop this into your node graph and

[08:43]

connect it like this. The settings we

[08:46]

need to put in here for a tone curved

[08:50]

image, we're going to set this to sRGB

[08:53]

linear. Bear with me. I know it sounds

[08:56]

wrong. And output transform is going to

[08:58]

be sRGB texture. And now you'll see

[09:02]

compared to my JPEG, it is identical.

[09:05]

Now, what I recommend you do is to

[09:07]

render with the tone curve disabled. And

[09:09]

again, we're going to add the ASA

[09:10]

transform node connect as such. Input

[09:13]

transform is going to be linear sRGB.

[09:17]

And the output transform just regular

[09:19]

sRGB. Now, for the third shot, this one

[09:21]

is an ASUS CG. Again, ASUS transform.

[09:24]

Input transform is going to be ASUS

[09:28]

CG and output will be sRGB.

[09:32]

You'll see the render with the tone

[09:33]

curve disabled is identical to the ACCG

[09:37]

one, but both of these that are linear

[09:39]

do not match the JPEG. You'll see it is

[09:42]

a little bit darker than our JPEG. You

[09:46]

will never get a perfect match between

[09:48]

Unreal's default viewport and your

[09:50]

render. When you disable the tone curve,

[09:52]

I found the render will always be about

[09:54]

one stoper. And that is because Unreal's

[09:57]

tone curve is not aces exactly. The math

[10:00]

is based on it, but it uses a different

[10:03]

target brightness and shadow rolloff.

[10:05]

So, it is acid flavored, but not a true

[10:07]

aces. But there is a way you can get a

[10:11]

one one perfect match with the viewport

[10:14]

and your render even with a linear

[10:16]

workflow by using an OCIO viewport

[10:19]

transform. You remember that display

[10:21]

view I talked about earlier in the OCIO

[10:23]

config we made? Remember this? Let's use

[10:28]

it in Unreal. Click on the lit button

[10:31]

here, then OCIO display, then tick

[10:33]

enable display, and load the config file

[10:36]

we made. There's now two dropown menus.

[10:39]

In the top one, use linear sRGB. And in

[10:41]

the bottom one, use the ASUS 1.0 SDR

[10:44]

video display view, and your viewport

[10:48]

will now match your linear renders

[10:50]

perfectly. Remember how I said that

[10:52]

Unreal's tone curve is not exactly aces?

[10:56]

This way, our viewport is now displayed

[10:58]

in a known profile that matches what

[11:00]

you're converting to in Da Vinci

[11:02]

Resolve. So, one could argue that a good

[11:04]

workflow is to set up the viewport

[11:07]

transform at the beginning of your

[11:09]

project. Author your artistic content

[11:11]

with the look done in the viewport and

[11:14]

render from there with the tone curve

[11:16]

disabled like I showed you. That way,

[11:18]

you will never have any surprises. But

[11:20]

remember, it's okay if you don't have a

[11:22]

perfect match, too. The whole reason

[11:25]

we're grading in Resolve is specifically

[11:27]

because I don't want it to match my

[11:28]

viewport. I want to change it and make

[11:30]

it better. So, don't overthink it. But

[11:33]

also, if I wanted to take this and

[11:35]

convert it to a log profile, let's say

[11:37]

you've got some LUTs that you want to

[11:39]

use, instead of converting it to sRGB, I

[11:42]

can convert it to something like Canon

[11:43]

Log 3. If you want a log profile, you've

[11:46]

got it. Once we converted it to log, I

[11:49]

can just create a new node and adjust

[11:51]

the curves like this and really, you

[11:53]

know, fine-tune the look that I want. I

[11:57]

don't actually hate this way of working,

[11:59]

but one thing at a time. Now that we've

[12:01]

gotten our renders correctly converted,

[12:03]

we can get started with actually color

[12:05]

grading our shots. And the beauty of

[12:07]

working in Resolve is this

[12:09]

non-destructive node-based editing. So

[12:12]

clicking on the ASUS transform node

[12:13]

here, I'm going to press the Alt S key

[12:16]

and that creates a new node. So with

[12:19]

this new node here, you'll see at the

[12:21]

bottom here, we got lift, gamma, gain,

[12:23]

and offset. As I adjust these, I want

[12:26]

you to pay attention to the waveform on

[12:27]

the right hand side here. The waveform

[12:29]

tells us where the highlights and the

[12:31]

shadows of our shot are. So as I adjust

[12:35]

the lift here, lift means shadows. And

[12:37]

notice how when I adjust the lift, it

[12:39]

mostly affects the lower part of the

[12:41]

waveform. It adjusts my

[12:43]

shadows. Gamma is the

[12:46]

midtones. Again, the waveform mostly the

[12:48]

middle range moves here. It doesn't

[12:51]

really affect the shadows or the

[12:52]

highlights as much. Gain is the

[12:55]

highlights. So again, if I move this,

[12:58]

notice how the only the upper part of

[13:00]

the waveform is being

[13:02]

affected. And offset moves everything

[13:05]

evenly. So, if I adjust this like that,

[13:07]

you'll see the whole waveform does not

[13:09]

kind of stretch. It all moves up or down

[13:11]

evenly. On the right hand side here, you

[13:13]

have the effects library, which has a

[13:16]

whole bunch of stuff you can explore and

[13:18]

dive into, but I'm only going to show

[13:20]

you a couple of them in this video. The

[13:22]

first thing I like to do is to rename my

[13:25]

nodes. And I got to call this one

[13:27]

contrast. I like to have one node per

[13:30]

thing I'm doing. So, one for contrast,

[13:32]

one for color correction, one for color

[13:34]

temperature, maybe that kind of thing.

[13:35]

You get the idea. So, let's pay

[13:37]

attention to the waveform here. If I

[13:39]

zoom in, you'll see we really have quite

[13:42]

a few almost clipping areas. So, what I

[13:44]

like to do in that case is I like to go

[13:46]

to the node before the as transform. And

[13:49]

in the curves, I'm just going to lift it

[13:51]

just a tiny little bit. You don't need

[13:53]

to go very far. You don't need to go

[13:54]

like that, but just a teeny tiny little

[13:56]

bit to lift it up. Like that is perfect.

[13:59]

just to make sure that we're not

[14:02]

clipping any blacks. I'll be able to

[14:04]

reduce those shadows later. And now by

[14:06]

going back to my contrast node, you'll

[14:08]

see at the bottom here, we have more

[14:09]

space to kind of crunch those blacks

[14:11]

down a little bit. So in the contrast

[14:13]

node, I'm going to click on my curves

[14:15]

here and just really fine-tune, bump

[14:18]

those highlights a little bit, bring

[14:21]

those blacks down a tiny bit to really

[14:23]

give a give us a punchier look. So by

[14:26]

hitting Ctrl D on a node, you can

[14:28]

disable it and reenable

[14:31]

it. So that is my first contrast

[14:33]

adjustment. I'm going to create a new

[14:35]

node with by again hitting Alt S. And

[14:38]

I'm going to do a little bit of color

[14:40]

correction here. So I let's say I want

[14:41]

the shot to be a tiny bit warmer. So I'm

[14:44]

going to go to temp right here and maybe

[14:47]

crank it up a tiny little bit. You don't

[14:49]

don't go overkill, of course, but just a

[14:51]

little bit to warm up the shot ever so

[14:53]

slightly. I'm going to right click and

[14:55]

name this color correction. Something I

[14:58]

like to do sometimes to get a better

[14:59]

visual idea of what I'm looking at is to

[15:02]

grab the saturation and just crank it up

[15:04]

like crazy and see exactly which colors

[15:06]

are in the scene. So I can see here that

[15:08]

there is a lot of blue in the scene. And

[15:10]

I want to

[15:11]

homogenize my scene a little bit by

[15:13]

reducing the amount of blues here. So

[15:15]

there's a really cool feature

[15:18]

uh right here called hue versus

[15:20]

saturation. And by clicking on that, I

[15:22]

can now click right here. And you'll see

[15:24]

it creates three points. We have a spike

[15:27]

in the blues here, and that is over here

[15:29]

where there's a bit more blue in the

[15:30]

sky. I can either increase that

[15:32]

saturation or decrease it. It's very

[15:35]

subtle, but I just want to bring the

[15:37]

blues down a little bit to make the

[15:39]

clouds feel a bit just less bluish.

[15:41]

Another very cool thing I can do is

[15:44]

clicking on hue versus hue right here.

[15:48]

And let's say I want the green here to

[15:51]

be a little bit less green. I want again

[15:52]

I want to homogenize the shot and make

[15:55]

the greens a little bit more warm in

[15:58]

tone. I can by clicking on the greens

[16:00]

here. You'll see now we have three more

[16:02]

points. I can change the color of those

[16:05]

greens by moving this point down right

[16:08]

here. So, I'm just going to nudge it a

[16:12]

teeny tiny bit to make it a little bit

[16:15]

warmer in tone to make the whole shot

[16:19]

feel a bit more cohesive. These color

[16:22]

corrections can be really, really

[16:23]

minimal. You don't need to go super

[16:25]

crazy, but it's just nice to have that

[16:27]

kind of granular control over the look

[16:29]

of your shot. If there's a part of your

[16:31]

frame you don't like a specific color,

[16:33]

you can kind of nudge those pixels in a

[16:35]

direction you want. Next, I like to add

[16:37]

a little bit of vignetting to my shot.

[16:38]

And so, we're going to hit Alt S, create

[16:40]

a new node. And we're going to click on

[16:42]

the little round circle here, here, and

[16:46]

click on this here. And you'll see we

[16:48]

got a circle in our frame. I'm going to

[16:49]

move this like

[16:51]

such. And go back to our curves

[16:55]

adjustment. And I'm gonna bring this

[16:57]

down like that. Vignetting is something

[16:59]

that occurs in real life with real

[17:01]

lenses. I love how a vignetting can help

[17:03]

direct the eye towards the center of the

[17:05]

frame. It's just a little something that

[17:06]

I love to add to my shots. Next, I want

[17:09]

to show you how you can paint a little

[17:11]

bit with light. So, again, alt s to

[17:13]

create a new node. And I'm going to go

[17:16]

back to my little circle here, and I'm

[17:17]

going to again create another circle

[17:20]

mask. But this time, I'm going to paint

[17:23]

a god ray in my scene like

[17:25]

this. And now, going back to my curves

[17:27]

adjustment, we can bump it up like that.

[17:30]

And you'll see now I can move. We're

[17:33]

really just painting with light here.

[17:35]

I'm adding a little bit of a mask just

[17:36]

to kind of fake a little bit of a god

[17:39]

ray coming in. And we can maybe like

[17:41]

lift up those blacks a little bit as

[17:43]

such. So if I disable it and enable it,

[17:46]

you'll see we added just a teeny tiny

[17:47]

little something. You need to be really

[17:50]

careful not to overcook your color

[17:51]

grading. It's very easy to go over the

[17:53]

top. A good rule of thumb is to apply

[17:56]

your edit and then divide everything by

[17:58]

half because like I said, we tend to go

[18:00]

a little bit too far sometimes. So, just

[18:03]

remember that. Next, I can add a little

[18:05]

bit of glow. Glow is basically bloom in

[18:07]

Unreal. So, I'm going to add a glow node

[18:08]

by searching for glow and adding it to

[18:11]

our shot like this. You'll see glow can

[18:14]

be a little bit strong sometimes. I like

[18:15]

to set it to screen to make it a little

[18:18]

bit less pronounced.

[18:20]

We can adjust the shine threshold here

[18:22]

and the

[18:23]

opacity along with the spread. It's very

[18:27]

easy to make things look a little bit

[18:28]

too bloomy and too magical. So, be very

[18:31]

careful with this setting with this

[18:32]

node, but you get the idea. And now with

[18:35]

just a few nodes, we went from this to

[18:38]

this in just a few minutes. So, I just

[18:41]

wanted to hammer home how easy it is to

[18:44]

just push your renders a little bit

[18:45]

further. All of this can be done with

[18:47]

the free version of Da Vinci Resolve.

[18:49]

Now, I'm going to show you one little

[18:51]

thing that comes with the studio version

[18:53]

of Resolve. Again, our library here. I'm

[18:55]

going to search for the film look

[18:58]

creator and add it to my graph here. The

[19:02]

film look creator essentially

[19:04]

consolidates everything we just did here

[19:06]

in one node. See, we got the exposure,

[19:09]

we got the contrast, highlight

[19:10]

adjustment, we've got the vignetting

[19:12]

that we added earlier, we got bloom

[19:14]

adjustments here. The way I showed you

[19:16]

before does give you way more control,

[19:19]

but it is nice to have everything kind

[19:21]

of built into one handy node. Film grain

[19:24]

is one of those things where you either

[19:25]

love it or you hate it. Personally, I'm

[19:27]

a sucker for it, so I'm going to use it

[19:29]

in these shots. So, again, this is

[19:31]

before and this is after. I want to

[19:34]

showcase one last tool I have under my

[19:36]

belt, and that is Dehancer. I've used

[19:38]

Dehancer on many renders in the past,

[19:40]

and this is how I add some magic sauce

[19:42]

to my renders. It is a paid plugin for

[19:44]

Resolve. Again, this video is not

[19:46]

sponsored, but I do have an affiliate

[19:48]

link down below where you can get 10%

[19:50]

off all Dehancer products using the

[19:52]

promo code William 10. The film look

[19:55]

creator I showed you just came out with

[19:57]

Da Vinci Resolve 19. It is largely based

[20:00]

off of DeHancer. You'll find many of the

[20:02]

exact same settings here. Where Dehancer

[20:04]

really shines, however, is with its film

[20:06]

profiles. These are based on real film

[20:09]

stocks. And I love this because as

[20:11]

someone who dabbles in film photography,

[20:13]

I can get my renders to look like they

[20:15]

were shot on these rolls of film. I even

[20:17]

have a roll of Kodak Portra 800 here on

[20:19]

my desk. And here in Dehancer, I can

[20:21]

find the portrait profile. You have a

[20:23]

ton of them to choose from. And they

[20:25]

immediately give you a very good

[20:27]

starting point. It looks really good.

[20:29]

Analog film develops very differently

[20:32]

depending on whether you over or

[20:33]

underexpose it. So there's a slider here

[20:36]

that shifts the colors around a bit. the

[20:38]

same way. It is a lot of fun to use.

[20:41]

Dehancer also has some of the best film

[20:43]

grain I have ever seen because unlike

[20:46]

the film look creator we just looked at

[20:48]

or even the film grain node in Resolve,

[20:50]

Dehancer doesn't just slap on a grain

[20:52]

texture overlay, dehancer actually

[20:55]

reconstructs your image and softens your

[20:57]

footage based on grain intensity. Just

[21:00]

like film grain behaves with real

[21:02]

cameras. Here's a comparison between the

[21:04]

film grain overlays we see in Resolve

[21:05]

and Dehancer film grain. I hope you're

[21:08]

able to see the difference given how

[21:09]

aggressive YouTube's compression can be.

[21:11]

But I love the way Dehancer softens my

[21:14]

image and gives my shots a much more

[21:17]

realistic, tangible look to them. The

[21:19]

industry veterans among you know that we

[21:21]

have often intentionally blurred our

[21:24]

renders a bit to break up that fake CG

[21:26]

look. This is the best possible way to

[21:29]

do that. Now, Decaster has a few options

[21:31]

available. There's the pro version that

[21:33]

I have here, but there's also a much

[21:35]

cheaper light version and other options

[21:37]

if you only want the film grain, for

[21:39]

example. There's a free trial you can

[21:41]

try out, too. That said, there are no

[21:44]

cheap colorist plugins out there. They

[21:45]

are all pretty expensive, and Dehancer

[21:48]

is the cheaper budget friendly one. If

[21:50]

you're just a hobbyist and simply want

[21:52]

some pretty renders for social media, I

[21:55]

don't actually recommend paying for

[21:56]

this. The free tools in Resolve will be

[21:59]

more than good enough. But if you are a

[22:01]

working professional or someone who

[22:03]

takes their renders very seriously, give

[22:06]

Dehancer a try with the trial. I

[22:08]

absolutely love it. Again, there is no

[22:11]

sponsorship here. They are not paying me

[22:13]

to say this. It's just a tool I can

[22:15]

wholeheartedly recommend. So, use the

[22:17]

link down below with the promo code

[22:18]

William10 to get 10% off. Once we're

[22:21]

done with our grade here, there's two

[22:23]

ways to export your shot. If you just

[22:25]

want to export a still image, right

[22:27]

click here, grab still, and it will show

[22:29]

up in your gallery here. You could then

[22:31]

export it to JPEG or whatever you want

[22:34]

by right-clicking on it. From there, for

[22:37]

video, we move on to the deliver page at

[22:39]

the bottom here. Add the settings you

[22:41]

want, such as file name and location on

[22:43]

disk. Personally, I like to render in

[22:45]

MP4, in H.264, or H.265. And my general

[22:49]

rule of thumb for the quality of the bit

[22:51]

rate is frame rate times 2. So, if I'm

[22:54]

rendering a 24 fps shot, I will set it

[22:56]

to

[22:57]

48,000. If it is 30 fps, I will set it

[23:00]

to 60,000. When you're ready, click on

[23:03]

add to render queue and render your

[23:05]

video from there. And that's it. I know

[23:07]

this was a bit of a wordy and super

[23:10]

technical video, but I hope you found it

[23:11]

helpful. Again, all of my easy tools are

[23:14]

on sale on Fab for the next week, so get

[23:16]

them while you can. Thank you so much

[23:18]

for watching, and as always, folks,

[23:21]

happy rendering.

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