My first step when making a Node Tree for a project is to press ALT+S four times (or five times if I’m combining two looks based on different conversion outputs), to make four (or five) normal nodes. Since all the footage has been input as LOG C and there’s an Output Transform going on timeline wide we already have a basic starting point.
The Second Node is where the majority of the basic occurs, This is where a YRGB S Curve is created to give the image a sense of contrast. It’s also where the Offset Wheel is used to define the Colour Cast of the Image whether it’s meant to be neutral or not. Basic corrections are done here.
First Node Highlights, this is simply using the Qualifier to isolate the Extreme High Lights in an Image around 60-65 with a In/Out or 10-20, using the light I’ll go between -15 to -90 to bring back some of the highlights.
Third Node is set to Hue Saturation Value (HSV) Colour Space with the First and Second Channel Turned off to separate the Second Channel. This is used to add Saturation or Density to the Image without adding Luminance. The Gain Dial in this node modifies this parametre.
Fourth Node is a Skin Tone qualification, Base Tones are Selected then the Mask tools are used to smoothen out the selection. Hue v Hue is used with base tones as well being selected, with the vectorscope turn on the Skin Tone Indicator the Hue is increased and decreased around this. The Top Right corner has a magic wand that lets you isolate the selection, this allows for masks to be placed easier. A selector can also be used for the Hue v Hue to select the skin tones. Try keep skin to the left of the indicator line on the Vectorscope but also make sure that skin looks natural on screen, you move skin tone using the Offset and Gamma wheels. Skin Tone is mainly a Midtone so Gamma is the most effective.
Fifth Node is made by pressing ALT+S as normal but then followed by ALT+L to make a layer node. The top node is where the creative grade is done, the bottom node is where the skin tones are isolated and mixed in.
Sixth Node Bottom, ALT+S is pressed to make another bottom node where the Blue Alpha from the fourth node is dragged. Node Six is where the HSV Saturation is copied to just focus on the skin if wanted. The Node Following is for mixing in the Skin Tone using the layer mixer options.
Sixth Node Top, this is where I would start my creative grade usually to Split Tone using Curves, I start off with something then dial back the percentages on the RGB mix. Offset is then dial in more of a look with Lift then Gain being added in when needed. Moving from Macro to Micro in this case. More Nodes are added if I want to use Qualifiers or more curves, if they are needed.
Seventh Node is another Saturation node to Clean up the Shadows and Highlights using Lum V Sat to make sure that they’re going to Black and White.
From this Point on We’ll be using Nodes that require the Studio Version of Resolve and where most performance issues come from.
Eighth Node is Noise Reduction particularly important for RAW footage. I like to keep this to as little as possible and really only use the Chroma reduction unless I’m doing Film Emulation. Temporal is set to 2 Frames and Better with Decouple on the Side and use around 15-30 Chroma 0 Luma. Spatial is Faster with 15-30 Chroma but this is where I’ll add up to 5 in Luma. Just a warning for this effect I’ve been seeing it tank playback performance on Apple Silicon machines, if you’re using one of these leave the effect off until export.
Ninth Node is for Halation which is something I like to add even to normal grades as it just softens and brings out skin just a little bit, but only a subtle amount.
Simplified Node Graph for Fast Turn Around.