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Blender Archviz: Color Correction | Part 42 |

chocofur · 2,379 words · 11 min read

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0:00after we've tone mapped the image we can

0:02now move to the color matching and this

0:05is an actual post processing so within

0:09the histogram we can also click the rgb

0:12buttons here and you can see now we get

0:15a more detailed looks on

0:17the information from our images and here

0:20in the rendering you can see we have

0:22more of the blue and green color

0:25in the darker tones

0:27than in the original image this is

0:30something a little bit different to the

0:33luma preview here you don't always have

0:36to try matching those curves

0:40to these ones because as i said already

0:43the most important thing is the overall

0:46look of our rendering

0:48but now let's get into the color

0:51post-processing

0:53the first step i usually do in blender

0:56directly is matching the tones of the

0:59elements so for example

1:02adjusting the color of the wooden

1:04elements to what we have

1:06in the rendering i'm gonna

1:09quickly go to the full screen here press

1:12shift

1:13a

1:15and choose the

1:17uh hue correct by the way you can see we

1:19have many color notes here but i'm just

1:22gonna i usually go very simple so i just

1:24do hue correction

1:26color balance and sometimes color

1:29correction so let's start with the hue

1:32correction

1:33i'm gonna drop this note here so it

1:37joins the link

1:39i'm going to exit the full screen

1:42and zoom into the node itself so you can

1:45see we have those points

1:47along the graph and they represent the

1:49certain color hues as you can see here

1:53we can change the hue

1:55of this

1:56color

1:58range saturation of this color range and

2:00its value

2:02practically it looks more or less like

2:04this let's say

2:05i want to adjust my wooden part as i

2:08mentioned

2:09and i want to change its hue so i just

2:13press the h

2:14i can hear and move the graph up and

2:17down and you can see

2:19this change only affects the red orange

2:23kind of colors from the spectrum

2:26so everything else stays untouched

2:29let me zoom in back to the wooden

2:31elements

2:33i advise

2:34checking the color adjustments on a sir

2:37on a few parts

2:40of the wooden elements because they look

2:42different in different part of the image

2:45um

2:46yeah so

2:47i think we could add a little bit of

2:50this yellowy

2:51tone to it

2:53um i think we could also add a little

2:55bit of brightness so let's switch to the

2:58value here and move

3:00this handle up as you can see

3:03the material becomes brighter

3:07let's now go to this side maybe and

3:09compare it

3:13yeah i think more or less we are getting

3:15there perhaps we can reduce the

3:17saturation slightly

3:20you will also see that in the photoshop

3:23post-production video that

3:25all of those changes are very delicate

3:28i'm trying to avoid very drastic moves

3:31like that

3:32so again let's

3:34get back to this element and see what

3:37happens if we decrease the saturation

3:39slightly

3:42let's go back to the hues

3:46and i think with those few little steps

3:50we actually have

3:52a pretty nice looking wooden

3:55material if we use the fak slider here

3:58this works

4:00as an opacity slider so you can see we

4:03are able to totally disable

4:05the effect of that node

4:07and you can see an instant preview here

4:10that's why it's important to use the

4:12viewer node here because it looks a

4:14little bit slower if we use the

4:15composite i prefer using the viewer here

4:18and

4:19here as well

4:20so let's maybe use the opacity of 0.8

4:26and yeah

4:28i would say that's it for the wooden

4:30material

4:31the other uh distinguishable color

4:34within our picture is this greenery

4:37behind the window so let's maybe try

4:39adjusting it as well because as you can

4:41see here it's a little bit more more

4:43yellowy

4:45so again i'm having the heel selected

4:48here

4:49you can sometimes try moving this graph

4:52up and down drastically just to see if

4:54you're affecting the right

4:57color shade

4:59so

5:01yeah i would say let's maybe try

5:03something like this something like this

5:06the changes here are very very delicate

5:10perhaps i will go with this

5:12more of this green tone to be honest

5:15i think it looks more natural

5:18yeah so now we can also

5:22change the saturation

5:24maybe increase it slightly

5:28just within the green elements

5:31and let's also

5:32[Music]

5:33adjust the value maybe reduce it

5:36slightly like this and add it here

5:40yeah so more or less this is the first

5:43step the color the hue correction

5:46now what i would like to set up is

5:49something that i already mentioned so

5:50you can see within though

5:52those gray areas

5:54uh

5:55we need a little bit of this greeny

5:58bluish tint to be added and i'm gonna

6:01use a color balance note for that so

6:04again

6:05shift a color

6:07and color balance this is how this node

6:10looks like

6:11and you might be tempted to

6:14play around with all of those color

6:16wheels i mean i suggest doing that just

6:19to get around this note and see how it

6:20works but practically what i do

6:24is just using this one here and again

6:28if i have a nicely

6:30toned map and in general nicely match

6:32the image like in our course

6:35the changes you're gonna

6:37apply here will be very very small so as

6:40you can see i'm gonna just try to shift

6:42this point towards this greeny bluish

6:45area as the tint we have here if i

6:48click here already you can see it's way

6:51too much

6:52so that has to be much more delicate

6:55maybe

6:56something like this

6:59i think we already have a little bit too

7:01much of the color within the concrete

7:04let's zoom out

7:06yeah i think especially if you compare

7:09the metal material

7:11it's already a little bit too much so

7:13let's maybe reduce it to here

7:19and yeah again i would probably reduce

7:23the overall opacity slightly but more or

7:26less you can already see

7:28those images start matching

7:30pretty nicely

7:33um still i think we could

7:36do something about the ceiling maybe

7:39so let's try to

7:41shift this

7:42point a little bit here maybe

7:45yeah as you can also see this is a

7:47pretty

7:48intuitive thing so

7:50as

7:51when we were setting up the histograms

7:53for light matching uh it was a little

7:56bit more mathematical just by setting up

7:58the values here but the curves and those

8:01color wheels this is more intuitive so

8:05uh you just need to practice a little

8:07bit

8:07try matching the colors a few times and

8:10you should get pretty

8:12good at it

8:13again i'm just gonna

8:16click

8:18here

8:20but i think that's enough sometimes you

8:22might also go back

8:23as i think we could do with our wooden

8:26element it became a little bit more

8:28yellowy after applying the color

8:30correction and that's not a problem at

8:33all so we just switch back to hues here

8:35and move this point slightly downwards

8:38so it adds this

8:40reddish tint

8:42to the wooden elements

8:45one of the final adjustments will be

8:48using the

8:49color correction

8:51node

8:53when i plug it in here you can see it

8:54has many settings

8:57but they are fairly simple

8:59as you can see our

9:01uh rendering is a little bit more

9:04saturated than the original image

9:06so what's cool about this note we can

9:09desaturate the tones depending on the

9:13amount of light they have for for

9:15example we can only desaturate

9:18the highlights this way

9:20which is usually recommended for

9:23um the most for the realistic look

9:25that's a little tip from me and now we

9:28can try to play around with the midtones

9:31for example so let's

9:33set the midtone saturation to 75 and we

9:37can go down

9:38with shadows so you can see

9:40uh the shadow settings influence our

9:43scene the most let's maybe

9:45stick to

9:47point 85 percent here

9:50um you can also see this is it's

9:52possible to

9:54use those settings for

9:56uh just a one or a few of the color

9:58channels we are not gonna do that here

10:00since it's not necessary but i'm just

10:02letting you know you could do this

10:04you can also change the general contrast

10:08of the image using this node but don't

10:10use the contrast settings because

10:13they are pretty outdated and they

10:16generate those ugly

10:19clamped out images

10:21so what i suggest using if you want to

10:25change the contrast of your picture is

10:27just sticking to the gamma settings the

10:29lower you go

10:31the bigger the contrast so let's

10:33maybe use the value of 0.95 very slight

10:38adjustment

10:40and yeah more or less perhaps

10:44we could also play around a little bit

10:45with the settings here maybe in uh

10:48increasing the highlights just a little

10:51bit let's

10:53uh actually there's not that much of a

10:55change to be honest here

10:57um let's see the midtones

11:00yeah

11:02perhaps we can increase the midtones

11:04just a little bit

11:08um but

11:10overall i think i'm pretty happy with

11:12the result i'm still not that happy

11:15maybe with the

11:16wood

11:18color

11:19so i'm just getting back to it over and

11:21over again as you can see but yeah this

11:23is the part of the process as well

11:25sometimes you just have to do it

11:29and adjust things as long as you need to

11:32for the right result

11:35the final note

11:36i would be using is

11:39a pretty basic filter

11:42and it's

11:46just a soften

11:48filter but i change it to sharpen

11:52and

11:54yeah you can see the default look is

11:56very unrealistic

11:58so i

11:59decrease it to a very small number

12:03uh 0.1 is way too much because you can

12:06see this ugly anti-aliasing

12:08being visible actually

12:10to be honest if you want to apply

12:12sharpening to your image i would suggest

12:14saving this output to a jpeg or png

12:18and doing that in photoshop directly i

12:22think this gives you much better results

12:25i'm still actually

12:27readjusting the those settings here to

12:29be honest i think we desaturated the

12:31image too much

12:32um but yeah let's now compare the

12:35histograms again

12:37and still you can see we weren't quite

12:40able to remove this bluish peak within

12:43the darker tones

12:45but our image looks pretty good i must

12:48say so

12:49i'm just gonna show you how you can

12:52examine those kind of

12:55things within the histogram just to

12:56double check if everything is okay

12:59within your picture i'm just gonna copy

13:02the image node here

13:04and open our reference

13:07and you can directly compare the color

13:10channels

13:11within the compositor so let's go to the

13:14converter

13:17separate

13:18rgba

13:20where a is for alpha

13:24we are plugging in the image input

13:27it just takes a few seconds to reload

13:30now let's duplicate the viewer node

13:34and let's use the b

13:36output here as an input so this way we

13:39can see how the

13:41blue color channel looks for this image

13:45if we click

13:47yeah it takes as i said a few seconds to

13:49reload and now we can see

13:52um so this basically you can see also

13:55the histogram updated here because we

13:57use the viewer node the one we select

14:00within the compositor

14:02so you can see we have okay some

14:04dark tones here which are represented by

14:06this part of the histogram a lot of

14:09bright tones which are represented here

14:12and some middle tones here and there

14:15spread across this part of the histogram

14:17now let's do the same

14:19for

14:20our image so i'm going to copy the note

14:23the separate rgba note

14:26and

14:27try to plug it in here if blender allows

14:31me to

14:34by default it plugs in the red channel

14:37but let's plug in the blue channel

14:41so

14:42this is our result

14:45i'm just gonna move those two viewers

14:47here sorry for the update yeah

14:50let's let's do this setup so we can

14:52switch between those viewers quickly

14:55so you can see our render input actually

14:58is a little bit different here we have a

15:01much darker in

15:03input for the blue channel of our

15:05rendering

15:06we have way less reflections here and on

15:10the floor and i guess that's the reason

15:12we have this

15:14huge peak of the bluish tint

15:16uh within this area let's

15:20switch back to that image again

15:23so yeah you can see we have way less

15:26dark tones here around the floor

15:29around those areas much more reflections

15:32being visible in the blue channel that's

15:33the reason we have almost no

15:36of the

15:38values here within the histogram

15:41in our rendering again

15:43much more darker tones so that's why

15:46this looks differently so actually the

15:49reason we have this different

15:51um

15:52different histogram looks for the blue

15:54channel

15:55is not that we did something wrong it's

15:58just

15:59because we have a little bit different

16:01render result

16:03um

16:04those graphs look differently so i would

16:07say that concludes the post-production

16:10process

16:11in blender you can still take this

16:15output image this final image we have

16:17created

16:18uh bring in

16:20to photoshop and do some final

16:22adjustments as i said you can do the

16:24sharpening in photoshop i think it looks

16:26better

16:27you can do vignetting and all those uh

16:30kind of visual post production effects

16:33but as for the tone mapping as for the

16:35color correction i think

16:37uh blender also allows us

16:40getting this pretty nice looking results

16:42so if we

16:44compare the images directly

16:46i think you can see

16:48they are pretty pretty nicely matched

16:52if we look at them in detail

16:55so yeah thank you for watching and i

16:57hope you've learned something new today

16:59thank you guys for watching this video

17:01is part of my interior visualization

17:03course in blender which you can watch

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17:12all of the 3d files used in this course

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