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Composite and edit

Grade and correct color with nodes

Color correction in Nodespell is done with image nodes that change tone and colour: Color Correct for wheel-based grading, Curves and Hue Correct for curve-based work, and focused nodes such as Grade, Exposure, Brilliance and Structure. They run on the GPU in your browser, both in the ordinary Graph and inside compositors.

Job Node Notes
Balance shadows, mids and highlights with colour wheels Color Correct Lift/Gamma/Gain or Shadows/Midtones/Highlights
Set black and white points, Nuke-style Grade Blackpoint, Whitepoint, Lift, Gain, Multiply, Add, Gamma
Shape tone per channel Curves RGB, Red, Green, Blue and Alpha curves
Change saturation or hue by brightness or saturation Curves relationship curves Four curves, such as Luminance → Saturation
Change one range of hues Hue Correct Six curves driven by the original hue
Brighten or darken in photographic stops Exposure Exposure (stops), Offset and Gamma per channel
Classic input/output levels Levels Input black, white and gamma; output black and white
Quick brightness and contrast Brightness Contrast Per-channel brightness and contrast
Overall hue, saturation, lightness HSL Hue Shift in degrees, Saturation, Lightness
Warm or cool the image Colour Temperature Temperature and Tint
Open shadows and recover highlights Brilliance Positive reveals detail; negative deepens shadows
Add or remove local “punch” Structure Local contrast that protects strong lighting edges
Apply a LUT Apply LUT Image-strip LUT or a CUBE 1D/3D LUT, with Strength
Darken or colour the frame edges Vignette Size, Blur, Strength and Colour
Flip or reduce colour values Invert, Posterize Invert chosen channels; reduce levels

To convert between colour spaces, see Color management.

Color Correct grades with interactive colour wheels in Parameters, with every number available under Advanced. Use Open in larger window to work on the wheels in a bigger window.

Setting Options or default What it does
Mode Lift Gamma Gain (default) or Shadows Midtones Highlights Which three tonal wheels you grade
Wheels Red, green and blue balance plus a luma value per wheel Balance shifts colour; luma (0–2, default 1) brightens or darkens that range
Shadows and highlight ranges Shadows End 0.045, Shadows Softness 0.045, Highlights Start 0.75, Highlights Softness 0.25 Only in Shadows Midtones Highlights mode
Tonal Range False Colour Off Shows shadows and highlights as a false-colour overlay to check the ranges
Saturation 1 (0–2) Overall saturation
Contrast and Pivot 1 (0–3) and 0.18 Contrast around a pivot value; 0.18 is scene-linear mid-grey
Temperature and Tint 0 (−1 to 1) Warm/cool and green/magenta shifts
Mix 1 Blend with the original

Lift Gamma Gain works the way colourists expect: lift moves the blacks, gamma the mids, gain the whites. Shadows/Midtones/Highlights splits the image into three ranges you set yourself.

Curves remaps channels with editable curves. The RGB curve applies first, then the individual Red, Green and Blue curves. Alpha has its own curve. All curves stay active; Edit Curve only chooses which one you are editing.

  1. Connect an image to Curves and choose a curve in Edit Curve.
  2. Double-click the graph to add a point, and drag to reshape. Input runs left to right, output bottom to top.
  3. Double-click a point to remove it. Arrow keys nudge the selected point; hold Option/Alt while dragging to move slowly, or Option/Alt+Shift for very slowly.
  4. Set Interpolation to Smooth or Linear.
  5. Use Mix to blend the result with the original.

Each curve holds up to 16 points. The end slopes continue beyond the graph, so values above 1 in float or HDR images are remapped smoothly rather than clipped. Open in larger window opens a bigger editor with a side list of every curve, an Edited marker on changed ones, One curve or All curves views, and Show edited curves to draw the others behind the one you are editing.

Four more curves change colour by how saturated or bright each pixel already is. Each starts flat at 0.5, which means no change, and all of them read the original image, not each other’s output.

Curve Horizontal axis Vertical axis
Saturation → Saturation Saturation Saturation change (stops)
Saturation → Luminance Saturation Brightness change (stops)
Luminance → Saturation Luminance Saturation change (stops)
Luminance → Hue Luminance Hue shift (°)

For example, pull Luminance → Saturation down at the right to desaturate highlights, a common fix for over-coloured skies.

Turn on Histogram in the Curves editor to see where the input image’s pixels sit behind the graph. Choose This curve or R G B, and Linear or Log scaling. The histogram shows the image going into Curves, before the remap. It is measured from a reduced-size 8-bit preview, so it always spans 0 to 1 and counts are proportional; HDR values above 1 appear clipped at the right edge. It appears once the node has an input image.

Correct one range of hues with Hue Correct

Section titled “Correct one range of hues with Hue Correct”

Hue Correct adjusts colours by their original hue, like Nuke’s HueCorrect. Its six curves all use hue across the horizontal axis.

Curve Moves colours of that hue
Hue → Hue Around the colour wheel (hue shift in degrees)
Hue → Saturation Richer (up) or paler (down)
Hue → Luminance Brighter (up) or darker (down)
Hue → Red, Hue → Green, Hue → Blue Scales that channel, to add or pull out a colour in one part of the spectrum

A curve left flat in the middle changes nothing. To place a point at a specific hue, click the spectrum, or use Pick to click a colour anywhere on screen, such as in the viewer. A neutral colour has no hue, so it cannot be picked. Protect Neutrals (default 0.1) reduces the effect on nearly grey colours, where hue is unstable. Reset all curves returns every curve to flat.

Hue Correct is a good way to suppress green or blue spill after a key: pull Hue → Saturation or Hue → Green down around the backing’s hue.

Brilliance (−1 to 1) works on local lighting. Positive values reveal detail in shadows and highlights; negative values deepen shadows and simplify lighting for a moodier look, without glow. Strong edges are preserved.

Structure (the node for local contrast) changes contrast within regions instead of across the whole frame. Amount (−1 to 1) simplifies local lighting when negative, which helps tame a crunchy HDR look, and adds punch when positive. Scale sets the size of structures it targets, and Fine Detail (default 0.85) protects fine texture while larger structures change.

Both nodes also have Mix, a Mask input and Channels, like the other effects.

Most correction nodes accept a Mask input with Mask Source, Invert Mask and Mask Mix, and a Channels control that chooses which RGBA channels are written. See Masks and keying.

Do colour nodes work in linear or display values?

Section titled “Do colour nodes work in linear or display values?”

Inside a colour-managed compositor they work on scene-linear working-space values. In the ordinary Graph, most image effects decode the sRGB image to linear for the operation and encode the result back to sRGB. See Color management.

0.18 is the conventional scene-linear value for mid-grey, so contrast expands around a mid-grey that matches a linear working space.

Yes, inside a video Compositor. Numbers, colours, switches and menus can all be keyed; see Keyframes.

The histogram is measured from an 8-bit preview of the input, so values above 1 are clipped in the display even though Curves itself processes them.

The local-contrast node is named Structure in Nodespell.