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Most of modern production want a certain part of film behaviors, but also like some digital behavior, and to be able to split the texture from the color and to build also like a node graph with a bit of texture and then the color, and that it's a better way to uh explore new aesthetic.
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Because if you just want to make a good film look, I mean there's a typical order which is uh which is fine, and and that's it.
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And that's film look.
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But the main idea is to be able to make pretty good film looks, but also and more important to be able to move away from film looks to new aesthetic and to some stuff that are newer, and you can rely on a lot of behavior from film, but but but having also new stuff in your image.
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And so that's that's why it's important to split uh the way you think between color behavior and textual behavior.
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Welcome to Color and Coffee, a podcast that's focused on the craft of color and the artists behind it.
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I'm your host, Jason Bowdach, and each episode we'll sit down with some of the most talented artists in the industry and have a casual chat from one artist to another.
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We'll share their stories, their insights, their tips, and maybe even a little gear talk.
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Whether you're a seasoned pro or just getting started, join us for some great color discussion.
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Sit back, relax, you're listening to Color and Coffee.
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Hello and welcome to another episode of Color and Coffee.
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I'm so happy to have you here as a guest.
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I have such a fun episode for you guys today.
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I have the Hal Pictures team, and we have Paul Morin, Martin Roux, Oliver Patron, and Antoine Mayette.
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Thank you guys for joining us today on the podcast, you guys.
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Hi, Jason.
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Thanks for having us.
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Now, first off, I have to thank all of you guys for joining us today.
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I think this is the largest group that we've had on the podcast, and I'm so excited to ask you guys about your tools, diacrymy and diaphamy.
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So, first off, I want to ask you guys how you guys got into the tool creation business.
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Because if I'm not mistaken, you guys actually started out as practitioners, DOPs, DITs, and a director, correct?
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Yeah, that's right.
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So uh Paul and I we are uh are uh DOP, Oliver is a DIT, Antoine is also uh directing films, all of us are practitioners, and um a few years ago we feel the need to develop our our own tools because we've we we were a little bit disappointed by the how our images were processed uh in French post house.
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It was like um five or six years ago.
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Yeah, a bit frustrating.
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Um and there were like no look development tools uh in any post house in France, and and there were also very few DCTLs uh on the market, very few film look plugins, and so it we feel um the need to start our own journey through uh color science and stuff like that.
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At the very beginning for our own our own uh needs, but year after years uh the the tools at the very beginning it was just like a small DCTL or a bunch of DCTLs, and then an OFX plugin, and it it became more and more uh complex.
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And friends are first like asked us to to try it, to use it on their own uh feature film or TV show.
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And so we um we had to finish the development to have something which uh which is uh uh stable and which is uh uh robust enough.
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And because it's it takes a lot of time, I mean it the easiest way was to release something, to sell it, to be able to continue to work on it because it was a lot of time to maintain that more and more complex tool.
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And so we've released the first uh I mean uh open version in uh at the end of 2025, and we are very happy about that.
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I know, I mean, myself as a developer, I know creating your own internal tools and releasing a public tool that you're gonna sell to others are two entirely different ball games.
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So I want to jump into the beginning.
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What were you guys not getting out of some of these post houses?
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What were your needs and what were you not getting?
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Because I mean, color correction has been around for, I mean, at least in its current form, digital color correction has been around for almost 25, 26 years at this point.
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And what were you guys feeling limited by?
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I would say there are two sides to this answer, I think.
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Tools were missing, but also maybe a global understanding of what is a digital image and how it's supposed to be processed.
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Not saying that there's one way to process a digital image, but it felt sometimes, even in, you know, I mean, we were doing TV shows and feature films back then already, and even then, you could feel that there was some kind of an uncertainty about how to process the images, and and so you weren't sure exactly of what would be the outcome of your image after being processed and why it would uh be like that.
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And I know it sounds a bit like huge as a I mean, it's a huge statement, but it actually was true most of the time.
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And uh the expert houses that really had this control were not available for many uh productions because well, they had a savoir-fair, and so it was kind of uh expensive, you know, hard to hard to get.
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So the mainstream understanding of how to process an image and what to do to have a proper, correct result on screen and when broadcasting was not very well diffused.
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And if you don't have the understanding, well, even if the tools exist, that doesn't work, but also the tools felt a bit limited or again too expensive to be um accessible for like a medium French production, which you know we're not talking about the same number scales in terms of production uh economy than in the US.
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So it was kind of a mix of of both these issues, and um as it happens, we all come from the same film school and different promotion with different years.
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It's differently exactly.
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There's a 10-year span, I think, covering covered here.
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So, and that's not for nothing, it's because this is a film school that really gets technical background, has a huge technical and scientific background, and where art meets that you you know your craft is really funded by a lot of technical and scientific um uh skills.
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So, with this skill and also with the time we we got during like uh COVID, the first COVID lockdown, each in our uh uh on spot, like uh alone at first, we felt that something had to be done with color science, whatever that meant at that time.
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You know, uh Steve Yedlin had released his first uh video, I think, the display prep demo.
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I think that's a starting point for a lot of people, or if not starting point, at least like something that really uh fed the bear inside.
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And so, speaking for myself, I was like I spent a lot of time during the lockdown trying to figure out what was this field color science.
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I could understand that there was something to be done with that in terms of image processing, but it felt so vast and so complex.
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And then Martin published a small paper on the AFC website, which is the French um association of uh cinematographers, and that was talking about the idea that there was something beyond color in digital, and that he was talking about the fact that there needed to be an effort of research in terms of uh look development and color science.
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He had these hints that I could feel were were common to mind.
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I think Olivier got got in contact with Martin in in the same fashion, and so it started with the three of us, and Antoine joined a bit later, but it started with the idea that there was this field, it was unexplored, and there was something that could be done with it.
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And we had the three of us put together, we had enough skills combined that maybe we could crack the enough bit of the case and enough motion because we had to go somewhere.
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Because each of us alone, we started something looking for some answers, but myself alone, I was uh often asked by DOPs how to get to look creation and all that, and I was trying to craft some stuff there here and there, crafting lookup tables from MATLAB.
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I remember I was doing that.
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But you cannot do you cannot go anywhere with that.
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So at some time point you know you lose some courage.
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Um but when we we found ourselves also really getting somewhere, like it helped.
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Yeah, there is strength in numbers, and also we do we did all that and we still do all that as our secondary work because we still have.
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I mean, my primary work is still DOP on you know TV shows and feature films.
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Same for Martin, you're still doing a lot of DIT job, that's your main work.
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So being a multiplicity allowed us to work during our free time and our spare time, and to combine this spare time to have actually enough time combined to get somewhere.
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If we'd been alone, it would have been just too big a mountain, too high a mountain to climb.
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To to be a little bit more specific about your question, what was missing?
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The fact of being able to develop look in color managed workflow and to develop look only, which is different from color grading.
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Look only is it it's like a color behavior which is not uh on a shot by shot base, but which is more something global that you can apply to a full feature film or a full um TV series, and uh which is robust enough to be applied on different cameras, and which are just the color, uh the rules of how the color behaves.
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And to be able to shape this behavior in color managed workflow, there were very few tools, and there is still very few tools because there are tools dedicated to color grading, and there are a lot of them, and they are very good for that.
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There are a lot of pre-made looks and catalogs of floods and stuff like that, which are great uh also.
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But if you are looking for parametric tools to shape the color volume into a color managed workflow specifically, and that behaves coherently into a color managed workflow, which which means like in relation with the with the DRT, there is very very few tools.
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There is some DCTLs.
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Uh there is uh, of course, chromogen from base light, but chromosom chromogen while was not available where we it was in a better state, I think.
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When we started, yeah.
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And even if it had been available when we started it, in France base light is really not major, a majority of uh post houses do not have base light, it's it's not accessible easily, so it would still have been a blocking criteria because we wouldn't have been able, sorry, to uh to access it on any production.
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And the idea was to have something that was not have a tool that was not camera dependent and that was not post-production software dependent.
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So we wanted because we I mean that's true for any kind of production, but we as a filmmakers we didn't have always a choice or where we would where our project will be uh post-produced.
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And so we wanted to be able to say, okay, whichever tool you use, as long as they're you know production ready, well, we want to embed our solution and it won't break your workflow, it will actually like improve your workflow.
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But at first it was about making you know making sure people trusted the the tool, and it was like that works, that plays along very nice with the workflow, and and it works whichever camera we had access to, whichever grading suite we had access to.
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That was uh an important criteria at that moment.
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I love the approach that you guys took to get there.
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For me, it falls perfectly in line with this evolving area of directors of photography and DITs basically taking more ownership of the image and saying I didn't have the tool set that I need to have proper authorship over my image, and I need additional tools to do that.
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And I don't want to use color grading to do that and make them fit in a box where they don't fit properly.
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So I love that you guys sort of put the rubber to the road and said, if no one else is gonna do this, we're gonna do this.
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And even if they're doing this somewhere else, I want to make this as accessible as possible, specifically for our production.
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So that is, I love that, and I love to say that you're part of this new generation of people that are saying if nobody else is gonna make these tools and give us what we need to have the authorship that we want over our image, then we're gonna do it ourselves.
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So let's jump in to each tool individual because I instead of making a single tool, you guys made two different tools, correct?
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Yeah.
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We have two different tools.
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We have diachrony and diaphany.
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One of them is more of a color volume tool, and one of them is more of a texture management MTF style tool, correct?
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Yeah, exactly.
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So I'm gonna ask you guys probably a loaded question.
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Which one's your favorite?
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It depends in terms of what.
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Do you mean I think the question the question as a user you can only have one, which one do you take?
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And I think that's which because if you ask me which which one I prefer, it's hard.
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But like if I have to take only one on the production, I think I'll take diaphany because I think the control over the texture is yeah, it's crazy.
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I mean, I wouldn't find a tenth of a satisfying solution, the uh tenth satisfying solution, whereas I can see how I can you know really make my colorists work hard and find other ways to get where I want to do color-wise, but I think diaphany uh would be a little bit more essential.
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But we're really talking about like biomalogy.
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Yeah, it's they're both really unique tools, and I actually want to dive into diacrymie first, but I had to ask that because to be honest, I think they're both very different tools, but I find that when you create something, you tend to have an affinity towards one or the other, even if you don't want to, and even if they do very different things, it's hard not to have a little bit of a favorite.
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And so I thought that was an interesting question.
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So, diachrome, we know what the purpose is.
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It's basically going to shape color volume, it's gonna adjust hue and density, and you guys actually have some built-in presets there.
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But what was the mentality that you guys went into when to differentiate it from some of the built-in tools?
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Like I'm sure color slice didn't exist in Resolve, and you guys were working on this.
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But what were you thinking when you guys were developing this?
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Because you guys have a very unique mentality in both of these plugins.
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I think the main idea is that any look of any analog or digital image or anything you can be broken down into three components, which are a contrast curve and any let's, of course, a contrast curve, color tone curves, in fact, that means three uh contrast curves, uh in fact, and a specific shape of the color volume.
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The the the contrast, the the color tone curves are in fact the the gray axis of the volume, and then how you you shape the volume um all around the natural axis.
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And so if you can uh verbally express how you want your contrast curve, how you want your color cast or your dominant colors, and how you want each of the parts of your color volume, which are reds, blue, yellow, magenta, greens, etc., how you want those colors to behave.
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If you can express it, then you can create it.
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And then the main idea is to break down the color creation the look creation into these those uh three parts.
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Uh so you can create your own look, of course, but also edit an already made uh look very easily and just on one of those uh three parts.
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That separation in is the main idea, I think.
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Yeah, the the idea is that it can be a bit overwhelming to say what should that that look be, how should my image look like?
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Describe your look in now.
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Yeah where so our idea was, and even for us, I mean, and uh for us even primarily, and so the idea was let's break it down into um singular characteristics that cover specific aspects of the look, which makes the conversation about the look simpler between the colorist, DOP, the director, everybody involved in the in the creation um uh process that makes the creation of the look easier, and then its evolution easier as well, uh whether you're doing several versions of it during prep or even doing shoot if you realize that something is not working, instead of, and I'm not exaggerating, panicking and just trying to roll everything to move everything until you find a solution.
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You can either you yourself on the set or in the lab assess the situation and be like, okay, yeah, your location has actually um a red that's way stronger than we thought, and so we have to work in the reds, and specifically maybe it's the the way we compress to get some duration or you get too much.
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But you can you know narrow down to uh one or a series of parameters.
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Yeah, and that's why we got also the the presets thing built in very very early in the plugin development.
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I think that you can bring one preset you crafted that you like, but you need to bring it to another show and just tweak maybe like lighten the contrast curve or it's the main thing.
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I mean I think the idea that uh so there is there are several ideas in in the in designing tools, but one was the one we just explained.
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The other one was well, loop development is a complex operation, you have to make it simpler, as simple as you can.
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But you don't want to make it too simple because if you make too simple, you lose possibilities.
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So that balance we argue struggle for hours every time.
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Should we remove this slider?
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Should we keep this slider?
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How should we present the sliders as well?
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So even the in the way we the order in which we present the sliders and which one are shown by default or hidden by default, it's a reflection about what do you use often and how uh in which order you should you think your look.
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And we think you should think your look first by using working on the contrast, then on the color tone curves, then on the color volumes, which doesn't mean that you won't go back up.
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Of course, you're gonna do, you know, but a rule of thumb path that you should follow because it makes life easier.
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And also to make it easier, the presets, the idea was like loop development is hard and it's actually a long-term game.
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You know, you get better.
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The more loop development you do, the better you get at it.
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I'm sure you have this experience as well.
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And uh stop learning.
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You never stop learning, man.
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And so the idea was what's the best way to keep to learn from my previous experiences?
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Well, it's to have the ability to start from them, but not being locked in my last look.
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Just okay, I did that.
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That was that was okay.
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I liked it, but I really like the contrast, but the color tone cast was a bit too much, or just it's not gonna fit that project.
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Well, I'm just gonna load the contrast part of my previous presets.
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You know, I'm just gonna load the contrast preset, but then I'll I'll I'll start from scratch on the color tone curves, or I won't start from scratch, but I know I will have a lot of editing to do on them.
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But the idea was it can be incremental, it doesn't have to be like you start from scratch every time because well, it it takes time, it takes skills, and also we live in um in an environment with where time is a constraint.
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So, you know, you don't always have two days of prep for a look.
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And so maybe you had this great feature film with a lot of money when where you took a lot of time to prep the look, and that was great.
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But maybe you can use some of that time for the next project, which is maybe a short film or a documentary with less budget, and then you're like, okay, well, I'll just start from the preset I built last time and I'll edit it because I know I I took a lot of time in this preset.
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I know it's very robust, and so I'm gonna start that.
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So there was a lot when building the the tools, there was a lot of um it was built on the the way we think it should be used, you know.
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I mean, how we make the life simpler while preserving the power of the uh features we invented.
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We we fixed the order of the process order, the order of operations.
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We fixed it to try to simplify the way you you craft the look.
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That was one of the first things I noticed is how much thought you guys have clearly put into it.
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Because I mean, first off, I don't see a lot of OFX plugins that let you import and export looks.
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Yeah, you can obviously create a power grade from it, but like you guys literally allow you to export a preset right from the OFX plugin, which I think is genius, by the way, because you don't want to start from scratch each time.
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Look development is not black or white, it's sort of a gray zone.
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And if you've put all this work into creating this nice look, you want to save it and, like you said, start from that the next time and maybe continue to adjust it a little bit because you might come up with something totally different, or you might just need to adjust, like you said, just the contrast curve or just the color volume for a specific hue.
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And so it's really nice to start with something proven.
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It also is really nice for clients when you already know that you have something that's robust and you don't need to start from scratch again.
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So I thought that was a really smart part of the plugin.
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And I think that's also you're talking about order of operations, that is the biggest difference between something you develop for internal use versus something that you send out into the world, is you are like almost teaching people how to use a tool based off the order of operations.
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And so as I was going through it, I was basically being taught what you guys were suggesting how to use first.
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And so that's what I thought was so different about your guys' tool, is it almost feels both technical and not technical, in that it's very clear you guys separated things out into these three sort of areas for this look development.
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And I really loved that.
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I liked how I could easily set the preset and what the preset was applied to on the tot.
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I thought it was a very neat mentality, and I can see how that would come in handy, especially if you already have a couple of your favorites.
00:20:40.720 --> 00:20:44.160
So, I mean, off the top of my head, there's a silvery bleach kind of a look.
00:20:44.160 --> 00:20:49.759
And a lot of people get sort of caught up with that and they immediately go to, well, how is bleach by pass done and how do I do that?
00:20:49.759 --> 00:20:54.000
And you sort of jump to the other side of that and go, here's what's involved with this.
00:20:54.000 --> 00:20:55.200
What do you want to keep?
00:20:55.200 --> 00:20:57.759
It doesn't really matter how bleach used to be done.
00:20:57.759 --> 00:21:00.880
This is what you want to keep and what works for your production.
00:21:00.880 --> 00:21:06.960
So the other tool, Diaphony, that one I thought was really, really interesting.
00:21:06.960 --> 00:21:10.880
I love the first thing that was just like, wow, was your texture.
00:21:10.880 --> 00:21:14.799
Basically, you split out your texture into five or six zones, if I'm not mistaken.
00:21:14.799 --> 00:21:19.440
And I just loved how easy it was for me to adjust the texture.
00:21:19.440 --> 00:21:22.240
It was so, so quick and so easy.
00:21:22.240 --> 00:21:34.559
And yeah, we have a couple of these tools with uh frequency separation in Resolve, but it was set up so nicely out of the box that it was just immediately allowing me to create such different imagery.
00:21:34.559 --> 00:21:39.279
So honestly, fantastic job for those that are not aware and haven't checked out this tool yet.
00:21:39.279 --> 00:21:47.839
This tool, and correct me if I'm mistaken, focuses on MTF characteristics through frequency separation, halation, bloom, and grain, correct?
00:22:20.730 --> 00:22:23.929
Yeah, for no for no, that's that's what there's inside.
00:22:23.929 --> 00:22:31.849
And what's very cool about diaphany is that we can add stuff later because there is plenty of other texture.
00:22:31.849 --> 00:22:36.970
Yeah, spatial operator, we can put optical stuff in in there.
00:22:36.970 --> 00:22:40.730
So we are for for now that's that's that's what's inside.
00:22:40.889 --> 00:22:42.409
And so it's a sandbox, yeah.
00:22:42.490 --> 00:22:48.089
You can just we we we have a few ideas to add more um section to diaphany.
00:22:48.089 --> 00:23:04.009
But uh you're right about the frequency separation stuff is one of my favorite because I don't know why, but in fact you're right, there are several uh options for frequency separation, but I prefer I was uh and and but for for very um uh specific reason.
00:23:04.009 --> 00:23:11.369
I mean I don't like that much the one from Da Vinci Resolve, which is which behaves a little bit um odd, oddly a bit old.
00:23:11.369 --> 00:23:18.730
Uh I mean it it can it can help uh when you what does when that that's the only thing you have, but it's a little bit odd.
00:23:18.730 --> 00:23:20.649
And of course there is baseline.
00:23:20.649 --> 00:23:30.809
Baseline is one is like the the standard one, but because the way it's it's done, I I guess that's a Laplacian pyramid, that that's how it's called.
00:23:30.809 --> 00:23:37.529
A subtraction uh of blurred uh image to remove the details to get every band frequency frequency band.
00:23:37.529 --> 00:23:43.450
And so there's a uh the the main issue is that the smaller zone can be that small.
00:23:43.450 --> 00:23:45.289
I mean it can be one pixel small.
00:23:45.289 --> 00:23:49.929
It cannot be one pixel small because the smaller zone is how do you how do you explain that?
00:23:49.929 --> 00:23:53.769
Uh it's uh it's a minimum size of uh of a three by three kernel.
00:23:53.769 --> 00:23:59.049
Yeah, of a three by three by kernel, so the minimum size of blur that they that you can generate.
00:23:59.049 --> 00:24:03.369
And so when it's about uh removing small, small, small details, it's a limit.
00:24:03.369 --> 00:24:12.009
And so you when you want just to get a very digital image but but just remove what's too sharp, it's not that perfect.
00:24:12.009 --> 00:24:18.889
And there are also the fact that it's only applying gain on the all the frequency selections.
00:24:18.889 --> 00:24:27.689
And when you apply gain only, you pretty quick you get this halo when you are and that's because gain only it's not enough.
00:24:27.689 --> 00:24:30.730
And so we we've made uh the our math a little bit different.
00:24:30.730 --> 00:24:37.609
We started with gain only and and at the end it's I think it's uh very uh powerful.
00:24:37.609 --> 00:24:41.929
You can adjust the band of frequency if you want to I mean deep dive into that.
00:24:41.929 --> 00:24:46.889
You can create your own selection, and it it's it's very, very powerful, in my opinion.
00:24:46.970 --> 00:24:49.369
So I love diaphany on every tool.
00:24:49.369 --> 00:24:57.849
I I love MFT, but I love diaphany because it's very uh simple in its appearance, but uh it addresses very complex stuff.
00:24:58.089 --> 00:24:58.809
That's true, yeah.
00:24:58.809 --> 00:25:07.529
And for some reason, for we started working on diachromy and uh which had yeah the first product was diachromy because colors seemed more simpler.
00:25:07.529 --> 00:25:11.929
But and so we're like, okay, I thought we're gonna have to do some texture work, I think.
00:25:11.929 --> 00:25:14.889
And uh and it was actually way simpler than we expected.
00:25:15.210 --> 00:25:21.369
But colors, diachromy was we we we keep getting back to diachromy again and again.
00:25:21.369 --> 00:25:27.929
We think it's done, and then some p some guy shows us look at this gradient on our like, oh yeah, okay, we need to take that again.
00:25:27.929 --> 00:25:29.689
Yeah, because the other one helped us a lot.
00:25:30.569 --> 00:25:50.970
Something I meant to say when we were on diachromy, maybe the final uh pillar on which we built diachromy was robustness, an ideal of robustness, which is you're gonna do your look and we're gonna do whatever we can mathematically to try and make it not breaking at some point in any so as with every tool, if you tweak it hard enough, it will break, no worries.
00:25:50.970 --> 00:25:55.929
But we we really wanted to be as smooth as possible, and we found so many issues with that.
00:25:55.929 --> 00:26:02.409
And luckily for us, Antoine joined the team at some point, and he was like, Okay, you guys have been in your head for years and years.
00:26:02.409 --> 00:26:04.649
Yeah, I'm fresh, let me look at it.
00:26:04.649 --> 00:26:12.089
And he fixed so many issues which were we didn't we never had the time to get into the at the time and also probably the skills.
00:26:12.250 --> 00:26:13.289
Yeah, in the skills so yeah, yeah.
00:26:13.529 --> 00:26:16.730
And so ironically, I think Diapany was ready for release a bit before that.
00:26:17.689 --> 00:26:18.889
Some some nice glitches too.
00:26:18.889 --> 00:26:20.809
Uh I'm not needing to address that too.
00:26:21.049 --> 00:26:25.289
I think the real the real difficulty with color tools is how intertwined everything is.
00:26:25.289 --> 00:26:33.289
Like uh when you want to have a tool that has a lot of control, you need to be really careful not to break things and to break the interaction between two tools.
00:26:33.289 --> 00:26:35.609
So it takes a lot of time of fine-tuning.
00:26:35.609 --> 00:26:40.730
Whereas for a texture tool, uh all the components are independent from one another.
00:26:40.730 --> 00:26:44.490
So it's easier to address problems one by one.
00:26:44.490 --> 00:26:45.129
That's true.
00:26:45.129 --> 00:26:46.889
I think it's uh the difficulty.
00:26:47.369 --> 00:26:47.529
Yeah.
00:26:47.529 --> 00:26:51.609
I mean, those are really difficult, and it's everybody's using slightly different workflows.
00:26:51.609 --> 00:26:53.689
You guys also have your own internal color management.
00:26:53.689 --> 00:26:55.289
You guys are working in ACEs, correct?
00:26:55.289 --> 00:26:57.129
That's the like internal color model.