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Color Grading and LUTs

Every film you love was shot flat. The camera captures a desaturated, low-contrast log image on purpose - to hold detail - and a colorist turns it into the look you remember. Grading is where color becomes storytelling: the cold dread of a thriller, the golden warmth of a memory, the inescapable teal-and-orange of the modern blockbuster. This is the interactive guide to the tools that get you there - lift, gamma, gain, log, and the LUTs that bottle a look.

Digital · 69 4 Live Demos ~32 min read Film & motion
L/G/G
Lift · gamma · gain
3D LUT
Maps RGB → RGB
log
Where you grade
.cube
The LUT file format
01

What grading is

Color grading splits into two jobs. Primary grading affects the whole image: setting exposure and contrast, balancing the color so whites are neutral (or deliberately not), and shaping the overall mood. Secondary grading is surgical: isolating a single element - a face, a sky, a jacket - by its color, position, or a tracked mask, and adjusting only that. Primary sets the stage; secondary directs the eye.

Underneath both is one idea: a transfer function that maps every input pixel to an output pixel. A contrast tweak, a color balance, a stylized look - all of them are just functions from RGB to RGB. Once you see grading that way, the rest follows: tools like lift/gamma/gain are convenient shapes for that function, and a LUT is simply that function frozen into a table you can replay instantly.

Grade ≠ correct. Color correction fixes problems - neutralizing a cast, matching shots, recovering exposure. Color grading adds intent - a look, a mood, a brand. In practice you correct first to a clean, consistent base, then grade for style on top.
02

Lift, gamma, and gain

The oldest and most intuitive primary controls are the three tonal ranges. Lift raises or lowers the shadows (it pivots around the black point), gain scales the highlights (it pivots around white), and gamma bends the midtones without moving the endpoints much. Together they reshape the tone curve into almost any contrast you want. Watch the curve and the image respond.

Interactive 01 · Lift / gamma / gain

Reshape the tone curve

The three classic wheels, as a tone curve. Lift lifts the dark end, gain scales the bright end, and gamma bows the middle. The left panel plots the resulting input→output curve; the right shows it applied to a test image. Crush the lift and lower the gamma for a moody, contrasty grade; raise the lift for a faded, "film" look.

03

Color balance and the look

Apply lift/gamma/gain per channel and you are no longer just shaping tone - you are pushing color into specific tonal ranges. Cool the shadows toward teal, warm the highlights toward orange, and you have built the most recognizable grade in modern cinema. It works because skin tones sit in warm mid-highlights while a teal shadow is their near-complement, so faces pop against the background. Build the look.

Interactive 02 · Color balance

Push shadows and highlights to opposite hues

Tint the shadows one way and the highlights another, weighted by each pixel's luminance. Drag shadows toward blue-teal and highlights toward orange for the classic cinematic split; or invert it for a colder, stranger mood. The midtones stay roughly where they are, which is what keeps skin looking natural.

04

LUTs: bottling a transform

Once you have a grade you like, you can freeze it into a LUT - a lookup table that stores the output color for a grid of input colors. A 1D LUT remaps each channel on its own (good for tone, useless for hue shifts). A 3D LUT stores a lattice of RGB→RGB samples - say 33×33×33 points - and for any input in between, it trilinearly interpolates the eight surrounding samples. That is how a single .cube file can carry an entire camera-to-display look and apply it in real time. Watch resolution matter.

Interactive 03 · 3D LUT & interpolation

Sample a grade into a cube, then interpolate it back

A fixed stylized grade is sampled into a 3D LUT of the size you choose, then applied to the test image by trilinear interpolation - exactly how real LUTs work. At tiny grid sizes the interpolation can't keep up and you see color errors and banding; raise the size and it becomes indistinguishable from the exact grade. The neutral ramp on top is the LUT's tone-and-tint response.

05

Why you grade in log

Cameras see a far wider range of brightness than a display can show. To keep both the bright window and the dark corner, they record in a log encoding that compresses that huge dynamic range into the available bits - the footage looks flat and milky, but nothing is thrown away. Grade that, and you have enormous latitude to push exposure and color before anything clips. Hand the colorist a display-ready Rec.709 image instead and the highlights are already gone. Push the exposure and compare.

Interactive 04 · Log vs Rec.709 latitude

The same scene, two encodings, pushed in exposure

A scene with a very wide brightness range, shown two ways: a display-ready Rec.709 bar and a log bar. Push the exposure up and down. The Rec.709 highlights clip hard to white and the shadows crush to black; the log version keeps gradation across the whole range - which is exactly why you grade the log, not the Rec.709.

06

The grading pipeline

A modern grade is a chain of transforms, and order matters. A typical node graph looks like this:

1 · Input transform (IDT)
Convert camera log/raw into a common working space - often ACES - so footage from different cameras can be graded together.
2 · Balance / correct
Neutralize casts, set exposure, and match shot to shot - the clean base before any creative choices.
3 · Primary grade
Lift/gamma/gain, contrast, and overall color balance to establish the look across the whole frame.
4 · Secondary grade
Keyed and tracked masks for skin, sky, and props - local fixes and accents the primary can't target.
5 · Look (LUT)
A creative LUT or print-emulation for the film-stock feel, applied as a consistent stylistic layer.
6 · Output transform (ODT)
Map the graded result to the delivery space - Rec.709 SDR, HDR PQ, or DCI-P3 for cinema - for each target.
"The grade is invisible when it works. You don't notice the teal in the shadows or the roll-off in the highlights - you just feel the scene. That's the whole craft: emotion, disguised as color." Editorial summary · the look you don't see
07

Best practices and pitfalls

Grade on a calibrated display
A look graded on an uncalibrated monitor falls apart everywhere else. Calibrate to the delivery standard first.
Know the LUT's input space
A LUT built for one camera's log will look wrong fed another's. Match the LUT's expected input or convert first.
LUTs don't fix exposure
Apply a creative LUT to mis-exposed log and it clips. Balance exposure first, then lay the look on top.
Use enough grid points
A 17³ LUT can band on smooth gradients; 33³ or 65³ is standard for delivery to avoid visible interpolation error.
Watch the skin
Stylized grades drift skin tones fast. Keep a skin reference and pull faces back toward natural with a secondary.
Protect for HDR
A grade baked for Rec.709 won't carry to HDR. Grade scene-referred and let the output transform target each deliverable.
The mental model that ties it together: grading is building a transfer function; lift/gamma/gain and color balance are ergonomic ways to shape it; a LUT is that function cached in a table; and you do it all in log so there's room to work. Get those four ideas and every grading tool stops being mysterious.
08

Test your understanding

Six questions on grading, lift/gamma/gain, color balance, LUTs, and log. Instant feedback, no scores recorded - a wrong answer comes with a short explanation.

Quick check

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Question 1 of 6
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Continue your journey

Grading sits on top of the camera's encoding, the display's gamut, and the transfer functions that connect them - here's where to go deeper.