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Unreal to Davinci Resolve Workflow - ACES & sRGB

Unreal to Davinci Resolve Workflow - ACES & sRGB

William Faucher

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[00:07]

Hey, welcome back. William Foscher here.

[00:09]

Now, I talk a lot about the importance

[00:11]

of color grading your renders. So, now

[00:13]

comes the time to show you how I do

[00:15]

things and what my workflow is for

[00:17]

getting my renders out of Unreal and

[00:19]

into Da Vinci Resolve for color grading.

[00:21]

I'm going to show you two ways of doing

[00:23]

things in this video. We've got the easy

[00:25]

idiot proof way and the ASUS workflow

[00:27]

which is actually a whole lot easier to

[00:30]

use than you might think. Now, for the

[00:32]

record, I do not claim to be the leading

[00:34]

expert in color science. In fact, in my

[00:36]

experience, the deeper I dive into color

[00:38]

science, the less I understand. We got

[00:40]

IDTS and ODTs. Then there's the color

[00:42]

primary, then there the linear workflow.

[00:46]

What I'll be showing you in this video

[00:47]

is what's worked for me for both

[00:49]

personal projects and production work,

[00:52]

but definitely take it with a grain of

[00:53]

salt. If some of you watching do happen

[00:55]

to be very well-versed in color science

[00:57]

and I made a mistake, do let me know in

[00:59]

the comments below. I will gladly stand

[01:01]

corrected on the matter. So, let's get

[01:02]

started with the important render

[01:04]

settings in Unreal before we get started

[01:05]

in Da Vinci Resolve right after a

[01:07]

message from my sponsor. So, a big thank

[01:10]

you to Skillshare for sponsoring this

[01:11]

video. You guys know what Skillshare is

[01:13]

by now, but for those of you who don't,

[01:15]

it's an online learning platform you can

[01:16]

use to find thousands of inspiring

[01:19]

classes on just about any topic you

[01:21]

want. Whether you're thinking of a

[01:22]

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[01:24]

up a new hobby. If you're new to Unreal

[01:25]

Engine and you want to make films and

[01:27]

want to learn more on a topic,

[01:28]

Skillshare had you covered with

[01:30]

cinematic captures intro to virtual film

[01:32]

making in Unreal Engine. As for myself,

[01:35]

prior to starting this channel, I had no

[01:37]

idea how to use Da Vinci Resolve. And

[01:39]

Audi Singh's class on video editing in

[01:42]

Da Vinci Resolve really helped me hit

[01:44]

the ground running and get these videos

[01:46]

out. Skillshare's classes are curated.

[01:49]

They're adree. New classes come out

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[01:56]

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[01:59]

are available. So, the first 1,000 of my

[02:01]

subscribers to click the link down below

[02:03]

will get a 1 month free trial, so you

[02:05]

can start learning right now. And with

[02:07]

that out of the way, let's jump into

[02:08]

Unreal and set up what we call OCIO. So,

[02:12]

here I am back in Unreal. You'll see I'm

[02:14]

using Unreal Engine 5 preview 1. But

[02:16]

don't worry, you can use absolutely any

[02:19]

version of Unreal, whether it's UE5

[02:20]

early access or UE4. The process here is

[02:24]

exactly the same. And before we get

[02:27]

started, I'm going to assume that you

[02:28]

have an understanding of how the movie

[02:30]

render key works. If you don't know how,

[02:33]

I already have a tutorial on that right

[02:34]

here. So, go check that out when it

[02:36]

comes to time to render. Now, in this

[02:38]

tutorial, I'm going to show you both the

[02:40]

ASUS workflow and the non-ASES workflow.

[02:43]

And for those of you who don't know what

[02:44]

ASES is, it is the Academy color

[02:46]

encoding system, which is basically the

[02:48]

industry standard color space workflow

[02:51]

that we use in film, VFX, and animation.

[02:53]

Even if you don't want to use aces, the

[02:55]

process is pretty much the same. This is

[02:58]

not an ASUS specific workflow. The first

[03:00]

thing we need to do before doing

[03:02]

anything at all is we need to download

[03:04]

an OCIO config. And so OCIO is open

[03:07]

color IO, which is an open- source color

[03:10]

pipeline, which is really focused

[03:12]

towards film, VFX, and animation usage.

[03:14]

OCIO is where we get all of that aces

[03:16]

information that we need to render

[03:19]

correctly. So, I've included a link down

[03:21]

below where you can find all of the ASUS

[03:24]

config that you may need for your own

[03:26]

production. But don't go ahead and

[03:27]

download this whole thing. This is like

[03:29]

5 GB. It is a huge file. We don't need

[03:32]

all this. In this video, we're going to

[03:34]

be using the ASUS 1.2 config. You can

[03:36]

find it right here on the right hand

[03:37]

side. I'll also have a link directly to

[03:40]

this if you want it down below. At the

[03:43]

bottom here, you'll find the open color

[03:44]

IO config as 1.2. download that and

[03:49]

extract the zip file. You're going to

[03:50]

see why this is very important in the

[03:52]

next step. So, back in Unreal, we're

[03:55]

going to go to our content browser and

[03:57]

I'm going to make a new folder right

[03:58]

here, call this OCIO_configs,

[04:03]

and in this folder, we're going to go

[04:05]

rightclick again, go to miscellaneous,

[04:08]

and we're going to create an open color

[04:09]

IO configuration. We're going to call

[04:12]

this OCIO config01.

[04:16]

We're going to save that. We are going

[04:18]

to open up this asset by double clicking

[04:19]

on it right here. And you'll see we need

[04:22]

to load in a configuration file. We're

[04:25]

going to click the three dots here. And

[04:27]

we're going to open up the config.io

[04:30]

file right here that we just downloaded.

[04:32]

Again, you can find a link to download

[04:34]

this in the description below. And now

[04:36]

we're going to add the desired color

[04:39]

spaces right here. So I'm going to go

[04:41]

ahead and click on plus twice. The first

[04:43]

one is going to be utility. Scroll all

[04:46]

the way down until we see linear sRGB.

[04:50]

Linear sRGB is the default color space

[04:52]

of Unreal. All conversions are going to

[04:55]

be either from or to linear sRGB. Next

[04:59]

one we want to load here is aces and

[05:02]

we're going to load in asc. We're going

[05:05]

to hit save. And now we're done with

[05:07]

that part of the process. Once this is

[05:08]

done, you're done. You don't need to do

[05:10]

this ever again for the rest of your

[05:12]

project because it's an asset file. This

[05:15]

was probably the most complicated part

[05:16]

of the process. Once you've done this,

[05:19]

you're good to go. So now we're ready to

[05:21]

render our shot here. So we're going to

[05:23]

go to our sequencer. We're going to

[05:25]

click on the render this movie to video.

[05:27]

And that is going to open up the movie

[05:29]

render queue. If you haven't already

[05:30]

seen my tutorial on the movie render

[05:32]

queue, I suggest you go watch it. It'll

[05:34]

make your life in Unreal a whole lot

[05:35]

easier. So, we're going to go ahead and

[05:38]

add our level sequence that we have

[05:39]

here, and we're going to start setting

[05:41]

up our important render settings in the

[05:44]

movie render queue. These settings are

[05:46]

absolutely critical. So, we're going to

[05:47]

click on unsafe config here, and these

[05:51]

are the default settings. I'm going to

[05:52]

delete JPEG sequence, and I'm going to

[05:55]

add three more tabs. The important ones

[05:57]

here are anti-aliasing,

[06:00]

color output,

[06:02]

and EXR sequence 16 bit. So EXR sequence

[06:06]

is going to be your file format. EXR is

[06:08]

pretty much the best file format for

[06:11]

rendering in. It is a container for data

[06:12]

that can hold 32-bit float data. It's

[06:15]

fantastic. So we can leave the EXR

[06:19]

settings to default. Anti-aliasing. I'm

[06:21]

going to set the temporal count to 16.

[06:24]

Set the override the anti-aliasing to

[06:27]

none. And the important one here is

[06:29]

color output. I see this one forgotten

[06:31]

all the time, but it is the most

[06:33]

important one. So, in the color output

[06:35]

tab, we have MISK. We're going to click

[06:37]

on this OCIO configuration. And here I'm

[06:41]

going to show you both the ACES approach

[06:43]

and the non-ASES approach. So, if you

[06:45]

don't want to use ACES, that's okay. The

[06:48]

process here is almost the same. So,

[06:50]

starting off with the ACES workflow,

[06:52]

we're going to click on OCIO

[06:54]

configuration is enabled. We're going to

[06:56]

load in the config file that we just

[06:58]

made and we're going to add OCIO

[07:00]

config01.

[07:02]

And now in the source color space, we're

[07:04]

going to set this to utility linear

[07:06]

sRGB. And the destination color space is

[07:08]

going to be ASUS CG. This is the very

[07:12]

important part of the process when it

[07:13]

comes to rendering your shots in aces.

[07:16]

If you don't want to use aces, we're

[07:19]

going to uncheck is enabled here, but

[07:22]

you really need to make sure you disable

[07:24]

tone curve right here. Make sure this is

[07:26]

turned on. You'll be getting the full

[07:29]

range of data, which means you can have

[07:31]

pixels that are brighter than one and

[07:34]

it's overall going to look a whole lot

[07:35]

better. You're going to have way more

[07:36]

data to work with in the color grading

[07:38]

part of the process. This is what you

[07:40]

want. Again, super important. So,

[07:43]

whichever one you use here, whether you

[07:44]

use aces or no aces, that is totally up

[07:47]

to you. That's fine. But this here is

[07:49]

the important step of this entire

[07:51]

process. If you don't do this right,

[07:53]

you're not going to be getting the most

[07:54]

out of your renders. For now, I'm going

[07:56]

to be using aces, but you don't have to.

[07:59]

Lastly, in the output tab, where it says

[08:02]

file name format, I usually like to

[08:04]

write what the color space I'm rendering

[08:06]

in is, so that is baked into the name of

[08:09]

my file. That way it is easy to tell

[08:11]

which file is using which color space.

[08:13]

So I'm going to write aces CG right

[08:16]

here. Hit accept. And then we're going

[08:18]

to hit render local. And with our images

[08:20]

rendered, we're going to jump into Da

[08:22]

Vinci Resolve where we're going to bring

[08:23]

in our renders and set up our project

[08:25]

settings correctly in order to get

[08:27]

started with the fun stuff. So here we

[08:30]

are in Da Vinci Resolve. And for those

[08:32]

of you who don't know what this is, Da

[08:35]

Vinci Resolve is a one-stop shop for

[08:37]

everything related to video editing,

[08:40]

color grading, sound editing, all sorts

[08:42]

of stuff. Da Vinci Resolve is absolutely

[08:44]

a fantastic tool. And the reason I'm

[08:47]

using this over any other package is

[08:49]

because it's free. I've included a link

[08:52]

to Da Vinci Resolve install page down in

[08:54]

the description below. So, you can go

[08:56]

ahead and find it right there. Now, Da

[08:57]

Vinci Resolve does have a paid studio

[08:59]

version of it, which does have a few

[09:01]

extra bells and whistles, but for the

[09:03]

most part, most of what you'll be

[09:04]

learning about today can be done with

[09:06]

the free version. Now, guys, one thing I

[09:09]

want to be clear about is this is not

[09:11]

intended to be an all-encompassing

[09:14]

bible of Da Vinci Resolve color grading.

[09:16]

There are entire YouTube channels

[09:18]

dedicated to only color grading in Da

[09:21]

Vinci Resolve. So, bear with me. This is

[09:23]

more intended to be a quick long tip

[09:25]

video. All right. So, this is what you

[09:28]

see when you load Da Vinci Resolve for

[09:29]

the first time. You'll see at the

[09:30]

bottom, the important thing here, we

[09:32]

have a whole bunch of menus. We've got

[09:35]

the media tab here. We've got the cut

[09:39]

page. We have the edit page. Then, we

[09:42]

have the fusion page, color, fair light,

[09:46]

and the delivery page. Now, don't worry.

[09:48]

We don't need to use most of these. The

[09:50]

ones we're going to be using is the edit

[09:52]

page here, the color page right here,

[09:56]

and the delivery page right here. So,

[09:59]

only three of them. We're going to start

[10:01]

off in the edit page right here. The

[10:03]

first thing we want to do with Da Vinci

[10:05]

Resolve open is we need to correctly set

[10:07]

up our project for AC as usage. And even

[10:10]

if you're not using ACES, you still want

[10:13]

to set up Da Vinci Resolve this way. I'm

[10:15]

going to say this again because it's

[10:16]

really important. Even if you're not

[10:19]

using aces, you still should do this.

[10:22]

Okay, so with that said, we're going to

[10:24]

click on the file button up top here. Go

[10:27]

to project settings,

[10:29]

and this is where you're going to set up

[10:31]

your entire project settings. Now, by

[10:33]

default, the resolution is in HD. For my

[10:35]

own sake, I'll be using 4K, but this is

[10:38]

going to depend on your project. Of

[10:39]

course, the timeline frame rate is going

[10:41]

to be in 24 fps. If you're using another

[10:44]

frame rate, you can choose it here. But

[10:45]

the important setting here is the color

[10:47]

management tab over here on the lefth

[10:50]

hand side. We're going to set the color

[10:52]

science to ASUS CCT.

[10:55]

We're going to choose ASUS version 1.2

[10:59]

because that is a config file that we

[11:00]

downloaded. I think 1.3 seems to be the

[11:03]

latest, but I have not found a config

[11:05]

file for ASUS 1.3. Next, we're going to

[11:07]

set our ASUS output transform to recx

[11:10]

709. And that's all we need to do. We're

[11:14]

going to hit the save button and we'll

[11:16]

be ready to go. So now the next part of

[11:18]

the process is to import our renders.

[11:21]

You'll see on the left hand side of our

[11:23]

edit page we have the media pool and

[11:26]

this is where we're going to import our

[11:27]

shots. So I'm going to rightclick

[11:30]

import media. And this is where I'm

[11:32]

going to import the image sequence that

[11:34]

we rendered out of the movie render

[11:36]

queue. For those of you wondering how do

[11:38]

we convert image sequences into a video

[11:41]

file, this is how. So, I'm going to

[11:43]

click on one,

[11:46]

shiftclick to get them all in here, and

[11:48]

hit open. And Da Vinci Resolve is going

[11:50]

to understand that this is a sequence,

[11:53]

so it's not going to import every single

[11:55]

frame independently. So now we can drag

[11:57]

and drop our shot into our timeline like

[12:01]

this. And now you'll see we have our

[12:04]

entire animated shot in here. So now

[12:06]

I'll be color grading my nighttime scene

[12:08]

that we saw in my previous video right

[12:11]

here. But you'll notice that the colors

[12:12]

feel totally wrong. Like they're

[12:15]

completely off. This is not what we

[12:17]

want. And that's normal. Okay. Now, the

[12:19]

next part of the process is to tell Da

[12:20]

Vinci Resolve how to read our images.

[12:23]

Okay. So, we need to right click on our

[12:24]

clip here,

[12:26]

go to ASUS input transform, go to color

[12:30]

space conversion, and we're going to

[12:32]

convert this to ASUS CG. And now the

[12:34]

colors feel a bit more right. Now, I've

[12:37]

also brought in two other clips here for

[12:39]

those of you who didn't use ACES. So, if

[12:41]

you didn't use OCIO and you only

[12:44]

disabled the tone curve in the color

[12:45]

output settings of the movie render

[12:47]

queue, this is how you need to tell Da

[12:49]

Vinci Resolve to correctly transform

[12:51]

your renders. And you'll see here, this

[12:53]

is why it's really handy to name your

[12:55]

files correctly. So, here I have no tone

[12:58]

curve and here I have ASUS CG. So, I can

[13:02]

clearly tell them apart. I don't need to

[13:03]

rack my brain trying to figure out which

[13:05]

one is which. So here you'll see if I

[13:08]

just bring in these clips into the

[13:10]

timeline, the colors are obviously

[13:12]

completely wrong. They are

[13:14]

oversaturated. They look like crap. What

[13:16]

do we need to do? So I'm going to

[13:18]

rightclick here, go to ASUS input

[13:21]

transform, color space conversion, but

[13:24]

we're not going to set this to ASUS CG

[13:26]

because we didn't export it in ASUS CG.

[13:28]

I see a lot of people doing this and

[13:30]

it's wrong because if I do that, it got

[13:33]

a bit better, but it still looks

[13:36]

completely wrong. Your colors are going

[13:37]

to be oversaturated and crappy. We need

[13:40]

to rightclick ASUS input transform color

[13:43]

space conversion and set it to sRGB

[13:45]

linear. And now this looks correct. This

[13:49]

should match what you had in your Unreal

[13:52]

Engine viewport. Pretty much this render

[13:54]

here was rendered in asc. So, I'm going

[13:57]

to rightclick ASUS input transform color

[14:00]

space conversion ASUS CG. And now you'll

[14:03]

see these two renders match pretty

[14:05]

closely. But you might notice that the

[14:07]

ASUS one has a bit more yellow in the

[14:10]

brightest parts of the green wall.

[14:12]

Notice if I toggle between the two, ACG

[14:14]

has way more yellow in it. And from what

[14:17]

I understand, that would probably have

[14:19]

to do with the fact that ACCG has a much

[14:22]

wider color gamut than sRGB. Taking a

[14:24]

look at this diagram right here, you'll

[14:26]

see that ACG encompasses a much broader

[14:30]

range of colors than the limited sRGB

[14:32]

space, especially in the greens. Notice

[14:35]

how there's way more range of greens in

[14:38]

the ASUS CG1. That would account for the

[14:41]

difference in greens that we're getting

[14:42]

here on the wall in the ASUS render and

[14:45]

the non-ASUS render. So, I know that

[14:47]

seemed like a lot of steps, but trust

[14:49]

me, this is the absolute best way to get

[14:52]

your renders out of Unreal and into Da

[14:54]

Vinci Resolve. Regardless of whether

[14:56]

you're using aces or not, as you've

[14:58]

seen, whether you use aces or no aces,

[15:01]

there's not very many extra steps you

[15:03]

need to do, it's all pretty much the

[15:05]

same. So, with that done, we're going to

[15:08]

be ready to jump into the color page and

[15:10]

start color grading this shot right

[15:12]

here. This is where the fun part begins.

[15:14]

So, let's get started. And we're going

[15:16]

to go into the color page right here at

[15:18]

the bottom where it says color. Now,

[15:21]

this part here can seem a little bit

[15:23]

intimidating sometimes because there is

[15:26]

a whole lot happening here. Like so many

[15:28]

buttons, so many nodes. The beauty of

[15:30]

working in Da Vinci Resolve is that it

[15:32]

is a node-based system. So, you'll see

[15:34]

here we have our main node and

[15:36]

everything happens from left to right.

[15:38]

You'll see we have these spaghetti

[15:40]

noodles here. Every node is

[15:42]

non-destructive. So, we can go ahead and

[15:44]

add another node by doing the Alt F

[15:47]

shortcut to make another corrector node.

[15:49]

So, I can go ahead and just change the

[15:51]

white balance, for example, make this

[15:53]

crazy warm or something. And if I

[15:56]

realize that I don't like it, I can just

[15:57]

delete it. It's a non-destructive

[15:59]

process. It's kind of like layer based

[16:02]

editing, but better. So, we're going to

[16:04]

get into these a little bit later. Next,

[16:07]

here we have our timeline right here.

[16:11]

So, this is how we can kind of cycle

[16:12]

through our shot.

[16:14]

At the bottom here, we have the color

[16:17]

wheel. And in the color wheels here, you

[16:20]

might be a little bit intimidated

[16:22]

because now we have like lift, gamma,

[16:23]

gain, offset. What does that mean? It

[16:25]

sounds really scary, but don't worry,

[16:28]

it's very simple to understand. Lift

[16:30]

will adjust mainly your shadows. Gamma

[16:33]

will affect mainly your midtones. Gain

[16:36]

will affect mainly your highlights. An

[16:38]

offset is kind of going to shift

[16:40]

everything evenly. In the middle here we

[16:42]

have a histogram where we can adjust our

[16:44]

image with the help of curves like this.

[16:46]

And on the right we have the waveform.

[16:48]

And you might it depending on your

[16:50]

version of Resolve. It might be parade,

[16:53]

it might be vectors scope, it might be

[16:55]

something else histogram like that. Um,

[16:58]

personally I love leaving it at waveform

[17:00]

because this is really going to help us

[17:02]

visualize if we are clipping highlights

[17:04]

or clipping blacks. Overall, the

[17:07]

waveform is a fantastic tool. And on the

[17:09]

right hand side here, we have the effect

[17:12]

library. And this is where we have a

[17:13]

whole bunch of effects we can add like

[17:16]

radial blur and glow and halation and

[17:20]

all sorts of stuff. For the sake of this

[17:22]

tutorial, I'm not going to dive into all

[17:24]

of these, but do feel free to experiment

[17:26]

with some of these. So, now that we have

[17:28]

a brief explanation of the UI out of the

[17:31]

way, let's get started with our first

[17:34]

grade. And so by selecting my node right

[17:38]

here, I'm going to hit the alts shortcut

[17:41]

and I'm going to right click on it and

[17:42]

add a node label. And I'm going to call

[17:45]

this tone because my first adjustment is

[17:48]

I usually like to adjust the tones of

[17:49]

the image to make it a little bit less

[17:52]

flat because we're straight out of

[17:53]

Unreal. Uh it often looks a little bit

[17:56]

too flat for my taste. So I'm going to

[17:58]

go ahead and boost that a little bit

[18:00]

higher. So, in the curves in the middle,

[18:02]

I'm going to adjust this like that just

[18:05]

a little bit because you can go really

[18:06]

overboard and you don't want to do that.

[18:08]

I'm just going to give it a subtle boost

[18:10]

here. And I'm going to crank down the

[18:12]

shadows over here. So, just a subtle

[18:15]

scurve like this can give it some much

[18:17]

needed contrast. So, now if you select

[18:19]

your node and you hit Ctrl D, you can

[18:22]

disable it and reenable it to toggle it

[18:25]

on and off to get a better visualization

[18:27]

of what exactly is happening. Next, I'm

[18:29]

going to hit the Alt F shortcut one more

[18:31]

time, and I'm going to add a node label

[18:33]

again and call this color correct. And

[18:36]

now, once the tones have been adjusted,

[18:38]

I usually like to add a bit of color

[18:40]

correction in here because in this case,

[18:42]

I feel like the blue is way too strong.

[18:45]

It's much too dominant, way too present.

[18:47]

And I'm going to tone that down a little

[18:48]

bit. So, I'm going to go to the

[18:50]

saturation bar at the bottom here and

[18:53]

turn it down from 50 to 40, maybe even

[18:57]

35, just to kind of ease down the blue a

[19:00]

little bit. And the cool thing in here

[19:02]

is we can also change the color

[19:03]

temperature a little bit. So, if for

[19:05]

whatever reason in Unreal you went way

[19:07]

too far, we can kind of fix that in

[19:10]

Resolve and make it much more neutral

[19:11]

again. So, here in temp, I'm going to

[19:14]

adjust it and make it a little bit

[19:15]

warmer maybe.

[19:18]

So, I can make it much colder or much

[19:21]

warmer if I wanted to. So, before and

[19:24]

after. Before and after. It's subtle,

[19:27]

but toning down that strong

[19:29]

oversaturated blues helps the image in

[19:32]

my opinion. Again, everything I do here

[19:34]

is entirely subjective because, you

[19:36]

know, art is subjective. So, you may not

[19:38]

even like the grading I'm doing here,

[19:40]

but that's not the point. And honestly,

[19:43]

just these nodes account for 75% of what

[19:46]

I do in Da Vinci Resolve when it comes

[19:48]

to tweaking my renders a little bit

[19:50]

because if we go back to the tone node

[19:52]

here, we can really fine-tune individual

[19:55]

parts of the image very easily, right?

[19:59]

It's really awesome to have that level

[20:01]

of minute control over each part of your

[20:05]

shot. But now I'm going to go ahead and

[20:07]

add what we call the glow node. So in

[20:10]

the library here where you see effects,

[20:13]

if you don't see this library on the

[20:14]

side, make sure that effects is toggled

[20:17]

here on the top right. If your UI looks

[20:20]

a little bit different than mine, just

[20:21]

check to see if like clips is not

[20:23]

disabled, nodes is not disabled, you can

[20:26]

adjust all of that up here. So in the

[20:29]

library of the effects tab here by

[20:31]

clicking on the magnifying glass over

[20:33]

here, I'm going to search for glow.

[20:35]

We're going to drag and drop this in

[20:37]

here and drag and drop that onto our

[20:40]

node graph. And you might see that

[20:42]

nothing happened. You may need to adjust

[20:44]

the shine threshold like that. And

[20:47]

notice now,

[20:50]

whoa. Like this adds a really cool

[20:52]

effect to our shot. I think it's

[20:54]

obviously overkill. It's way over the

[20:56]

top, but you get the point. So, the

[20:58]

result I'm going for here, I just want

[20:59]

to add a bit of a warm glow. So, I'm

[21:01]

going to need to make sure that I adjust

[21:03]

the shine threshold

[21:05]

and adjust the

[21:08]

spread.

[21:10]

Turn on saturation opacity like that.

[21:14]

I often like setting it from add to

[21:17]

screen.

[21:19]

Increase the gamma. There we go.

[21:22]

Something like that.

[21:25]

Change the threshold. There we go.

[21:27]

Something like that. And then turn down

[21:28]

the opacity.

[21:31]

If I toggle it on and off, you'll see

[21:32]

it's just a subtle glow here that does

[21:35]

add a nice little effect. And you can

[21:38]

add multiple glows, too. We can have

[21:40]

another glow glow node that will

[21:42]

actually affect the um nice blue

[21:46]

moonlight shining in from the top here.

[21:48]

So, if I do this, something like that,

[21:51]

it definitely feels much more magical.

[21:54]

But

[21:56]

turn down the saturation a little bit.

[21:58]

So, with just these two glow nodes, if I

[22:00]

select them both and hide them, it's a

[22:03]

pretty drastic difference. And of

[22:06]

course, you need to art direct this for

[22:08]

your own shot. It's obviously overkill,

[22:10]

but I just want to demonstrate the

[22:13]

effect. Whatever. It looks cool. Now,

[22:15]

another node that I love to use is the

[22:17]

aperture defraction, but you can only

[22:19]

use this in the paid version of Da Vinci

[22:21]

Resolve. You may get watermarks if you

[22:23]

try to use this. So, obviously I don't

[22:25]

want that kind of glow here, but I can

[22:28]

adjust it like that. Tweak it a little

[22:30]

bit like that. Opacity, tone it down a

[22:32]

little bit.

[22:34]

And if I toggle this on and off, you'll

[22:36]

see it does add a bit of a nice warmish

[22:39]

vibe to it. In some cases, I actually

[22:41]

prefer the way that aperture defraction

[22:43]

looks as opposed to glow, but the choice

[22:45]

is yours.

[22:47]

Next up, I like adding a little bit of a

[22:49]

vignetting effect to my shot. And the

[22:51]

way we're going to do that is I'm going

[22:53]

to select my last node in my node tree.

[22:56]

I'm going to move this down here like

[22:57]

that. There we go. And we're going to

[22:59]

click on the little button right here.

[23:02]

And we're going to click on the radial

[23:03]

mask right there. And we're also going

[23:06]

to click on this right here. And you'll

[23:07]

see why. Now, we can change the shape of

[23:09]

this. And I'm going to go back to my

[23:13]

curves adjustment right here. And I'm

[23:16]

going to grab the top point here and

[23:18]

bring it down. And you'll see this is

[23:20]

kind of what we're doing here. We're

[23:21]

adding a subtle vignetting effect. Just

[23:23]

be careful not to go overboard with

[23:25]

that. And you don't need to grab just

[23:27]

this point here. You can also grab one

[23:29]

in the middle. It's going to change how

[23:31]

the midtones or highlights are affected.

[23:33]

So, I'm just going to do a very subtle

[23:35]

effect like that. And if I toggle it on

[23:38]

and off, you'll see it's a pretty

[23:40]

dramatic impact on the scene. It helps

[23:41]

us focus on the center of the shot a

[23:43]

little bit. It helps frame the image

[23:46]

just a little bit. Vignetting is one of

[23:48]

my favorite things. I add it to most of

[23:50]

my renders and most of my photographs

[23:52]

actually. But, you know, some people

[23:54]

hate it, some people love it.

[23:56]

Do whatever you like. We can go back

[23:58]

here and change the shape of it if we

[24:00]

want to. Like that. So, really, all

[24:03]

we're doing here is just some kind of

[24:04]

mask to shape the light a little bit in

[24:08]

our scene. I could also make another

[24:10]

node here where I wanted to do this like

[24:14]

that and add let's say I want to fake a

[24:17]

kind of god ray shining through. Well,

[24:19]

we can absolutely do that. I'm going to

[24:21]

rotate it like this. Go back here and I

[24:24]

can go Whoops. I need to do the

[24:27]

opposite.

[24:29]

There we go. And now I can kind of just

[24:32]

paint light that way if I want to by

[24:34]

placing this wherever I want it to be.

[24:37]

These outer dots here are going to

[24:39]

mainly be adjusting the fall-off or the

[24:42]

feathering of the mask here. If I go

[24:44]

here and toggle it on and off, it's a

[24:47]

pretty cool way to manually control and

[24:50]

paint light wherever you want it to be.

[24:53]

That's why I like color grading in Da

[24:54]

Vinci Resolve because we have so much

[24:56]

more control over the final look of our

[24:59]

shot as opposed to trying to do this in

[25:01]

Unreal. It's a it's a pain in the butt.

[25:04]

So, I hope you're starting to understand

[25:07]

the power of color grading in post as

[25:10]

opposed to trying to do everything in

[25:11]

the engine. Now, obviously, I don't want

[25:13]

this. This is way too much over the top,

[25:16]

but you get the idea. Now, in most

[25:18]

renders, I often go ahead and add a

[25:20]

little bit of chromatic aberration. And

[25:22]

I've talked a lot about chromatic

[25:23]

aberration in depth in this video right

[25:25]

here. I even talk about why we add it

[25:29]

and where it should be added. And in a

[25:32]

nighttime shot like this, I typically

[25:33]

wouldn't add chromatic aberration, but I

[25:36]

got a lot of questions about how to add

[25:38]

chromatic aberration and how to mask it

[25:40]

out by high contrast areas. So, I'm

[25:42]

going to show you my process for adding

[25:44]

chromatic aberration, even though I

[25:46]

wouldn't need it in this shot here. So,

[25:49]

we're going to go ahead and add the

[25:50]

chromatic aberration node here.

[25:54]

Next, we're going to rightclick, add

[25:56]

node, add layer mixer.

[26:00]

Like that.

[26:01]

And we're going to rightclick again, add

[26:04]

node, add a corrector. And a corrector

[26:06]

is really just another default standard

[26:09]

color grading node. We're going to plug

[26:11]

this one here.

[26:13]

We're going to place it underneath the

[26:15]

chromatic aberration. And we're going to

[26:16]

plug this one into the bottom one of the

[26:20]

layer mixer.

[26:22]

And so what's happening now is if I

[26:24]

crank up the chromatic aberration like

[26:26]

crazy,

[26:28]

you'll see that the chromatic aberration

[26:30]

is appearing everywhere in the frame,

[26:32]

like absolutely everywhere. Uh even over

[26:35]

here, and I don't want that. It's it's

[26:37]

showing up in the grass. I only want it

[26:39]

to show up in the high contrast areas

[26:42]

because that's how chromatic aberration

[26:44]

works in real life with real lenses. So,

[26:46]

what we're going to do, we're going to

[26:48]

use this node here to mask out only the

[26:51]

bright areas. And that way, chromatic

[26:54]

aberration will only be applied there.

[26:56]

So, you're going to want to make sure

[26:57]

you have the eyropper tool selected

[26:59]

here, which is called the qualifier.

[27:02]

And we're going to click on some place

[27:04]

in the sky like this. And you'll see

[27:07]

something happened. We had some

[27:08]

chromatic aberration showing up in the

[27:10]

frame here. But why? We can't. How do we

[27:13]

visualize that mask? We're going to

[27:15]

click on the magic wand button here. And

[27:17]

now you'll see everything that's gray is

[27:20]

where chromatic aberration will show up.

[27:23]

And so at the bottom here, we can adjust

[27:25]

the luminance and adjust that gray mask

[27:28]

as we see fit. But I only want to adjust

[27:31]

it based on luminance, not saturation

[27:33]

and hue. So I'm going to uncheck hue and

[27:36]

saturation. And I'm only going to play

[27:38]

with my luminance values here

[27:42]

like that. So I got to lower it like

[27:44]

this. And now you'll see all the bright

[27:46]

areas

[27:48]

are kind of gray now. And the gray areas

[27:51]

are where chromatic aberration will show

[27:53]

up. So now if I click on my chromatic

[27:55]

aberration node again. So I'm going to

[27:57]

uncheck the magic wand here. You'll see

[27:59]

it only showed up there in those spots.

[28:02]

See there's no more chromatic aberration

[28:04]

anywhere else in the frame. Only up

[28:06]

here. Now of course I've exaggerated

[28:08]

that for effect. You're going to have to

[28:10]

art direct that the way you see fit, but

[28:12]

that is how you can mask out certain

[28:15]

effects using the layer mixer node right

[28:19]

here. I don't really want it in this

[28:21]

shot, but now you know how to set it up.

[28:24]

So, the last thing I'm going to add here

[28:25]

is film grain because I'm a sucker for

[28:28]

good film grain. But, uh, the film grain

[28:31]

node is only available to those with the

[28:33]

paid version of Da Vinci Resolve. You

[28:35]

can still preview it, but you won't be

[28:37]

able to use it yourself. I'm going to

[28:39]

zoom in a little bit and you may need to

[28:42]

adjust the film grain presets. I'm going

[28:43]

to set the preset to 35mm 400T. And I

[28:47]

may increase the opacity of it just to

[28:49]

make it a little bit stronger just for

[28:51]

effect. And in fact, I'm not even sure

[28:53]

if you are going to be able to see the

[28:55]

film grain on YouTube because of

[28:57]

YouTube's compression and noise

[28:58]

reduction. So again, I'm just showing

[29:01]

you what my process is, not necessarily

[29:03]

for the final result. And that's pretty

[29:05]

much it. If I select all my notes here

[29:08]

and I hit control D. This is before and

[29:12]

this is after. Before. After. It was a

[29:16]

pretty simple process, but we really

[29:18]

managed to push our shot to the next

[29:20]

level with just a few nodes like this in

[29:23]

a completely non-destructive way. So, I

[29:26]

know this was a lot to unpack here, but

[29:28]

hopefully it made sense and you're able

[29:30]

to push your own renders to the next

[29:32]

level yourself. And now the last thing

[29:35]

we need to do is render this video out.

[29:38]

So what we're going to do now is we're

[29:39]

going to go to the bottom here and where

[29:41]

there's like a rocket ship, that's the

[29:43]

deliver page and that is where we're

[29:45]

going to render out this video. So for

[29:47]

those of you wondering how we convert a

[29:50]

image sequence into a video, this is

[29:52]

how. So click on the rocket ship down

[29:54]

here and you're going to find a whole

[29:56]

bunch of settings. So here you can

[29:57]

choose your file name and the location

[29:59]

of your video. So, I'm going to call

[30:00]

this forest_grade_v001.

[30:03]

[Music]

[30:07]

Next, you can choose the format you

[30:09]

want, the codec you want, the

[30:11]

resolution, your frame rate, and the

[30:13]

quality. For the most part, you can

[30:15]

leave this at default, and it's going to

[30:16]

work pretty well. Next, the last thing

[30:18]

you need to do is hit the add to render

[30:20]

queue button and hit render all. And

[30:24]

that's it. You've rendered out your

[30:25]

video. Everything is done and you now

[30:27]

have a video that you can play, upload

[30:30]

to YouTube, Art Station, share it to

[30:32]

your friends and family. Thank you so

[30:33]

much for watching. I hope you found this

[30:35]

video helpful. If you did, do consider

[30:37]

subscribing and leaving a comment down

[30:39]

below. And as always, happy rendering.

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