Alexis Van Hurkman – Thinking Aloud

On writing, directing, and color grading…

May 3, 2012
by Alexis
2 Comments

Starship Detritus—The Artwork is Finished!

I received some fantastic news this week from my collaborator, illustrator Ryan Beckwith, regarding our long-term project, Starship Detritus. He’s been laboring for months on the art for our pilot episode of this animated science-fiction series. This being a side-gig for both of us, his work as a commercial storyboard artist kept interrupting (damn you for being so successful, Ryan!), but getting the news that he’s finished is the biggest leap forward since I finished writing all 13 episodes of the first season.

Of course, now it means I need to get off my backside and start scheduling some After Effects character animators to put these images into motion. Ryan’s been creating high-resolution, multi-layered Photoshop comps (in conjunction with his assistant Ryan Zalis who aided with flatting and other assorted tasks). Working with our first animator, Steve Rein, the artwork has been constructed to accommodate skeletal and puppet-tool animation in After Effects.

Being an illustrator and not an animator, Ryan has gone in a much different direction with the artwork then in most animations. From the very first color tests he did, I was impressed with the texture and detail he brought to the world I’ve written, and it’ll be exciting to see the scenes come alive.

It’s a bit poignant; I used to work with After Effects every day back in the late 90′s, but having been focused on color correction for so long, at this point I’m so rusty that I’d rather work with faster artists to bring these characters to life. I’ll stick to animating the camera and framing of the final comps for rendering out the finished shots.

Of course, as the writer/director/editor, I’ve a few other things to handle. The very first thing I did, after Ryan and I storyboarded the first episode, and he created the first complete set of roughs, was to record a group of temp actors reading the script, and edit together an animatic in order to get the timing of the show right. This has been our reference going forward, and as soon as I get my hands on the full finished set of artwork, I’m looking forward to updating the animatic with the color art.

Which will take a bit of doing. The original animatic was put together in Final Cut Pro, but given this is such an After Effects-heavy project, I’m planning on moving the entire edit over to Premiere Pro in CS6, to take advantage of its AE integration. I’m hoping this creates some efficiencies. Besides, it’s an excuse to learn a new piece of software by doing something real, which I find is always the best way to learn.

Additionally, since this process has ended up taking far, far longer then it was supposed to (par for the course), I’ve begun novelizing this first season. As fun as the 13 episode, ten-minute-per-episode structure I used for the scripts has been, there’s additional story that my chosen format simply won’t accommodate. Prose has been a perfect outlet for the added bits, and the idea of telling this story across different platforms is tremendously appealing to me. At this point I’m 11,000 words into the novelization, and having tremendous fun with it. Alas, now my day job is interrupting, since working on the new version of the DaVinci Resolve 9 manual is proving to make scheduling creative time challenging.

Moving forward, there are plans within plans, and I’ll be sure to share more when there’s more to share. It’s easy to get caught up in the day-to-day grading and tech-writing work that I do, but creative projects like this are what brought me into post-production in the first place, and it’s gratifying to be making progress on my biggest creative project to date.

April 20, 2012
by Alexis
0 comments

Mayo Clinic Spots

  

A few months ago I graded three web spots for the Mayo clinic at Minneapolis’ Splice Here, for whom I’ve been doing some freelance grading. They posted the full spot on a page highlighting some of my work.

It’s a fun high-style grade that splits the top and bottom halves of image tonality for separate rebalancing, employs selective desaturation using the hue curves, adds some subtle glow via luma keying, and includes some individual work on skin tones to keep them natural amidst all the stylizations. That’s one of the great things about working on spots, you get to dig so much deeper into the grade then with most other types of shows I work on.

April 13, 2012
by Alexis
1 Comment

It’s Not About Piracy, It’s About Respect

I’ve been mulling over the topic of piracy and media consumption for several years. As a writer in the middle of developing a project with a web component, it’s of great interest to me whether or not it’s possible to make money creating a video series of ambition primarily for a digital download audience.

Lately, there’s been a lot of back and forth about the rights of the individual versus the rights of copyright holders, consumer convenience, dumb-ass big media companies, etcetera. There’s a lot of high-minded rhetoric on either side flying around, but in all the debate, I can’t help but feel that the concerns of individual copyright holders, be they artists, writers, filmmakers, or programmers, are being forgotten in all the angst over “big media.”

However, before I continue, I want to make four quick points so you know where I’m coming from.

(1) I’m not going to discuss large corporate media, since that of necessity addresses a whole set of issues that I think dilutes the fundamental issue of creator compensation. Instead, I want to focus on small-time, creator-distributed media, which I would like to think is the future of media. It’s always been my dream that we creators have an environment in which we can sell content directly to the audience. And technology could make that more feasible then ever.

(2) I believe we can all agree that DRM is a giant pain in the ass, and it’s not a credible answer. Also, I’m in favor of liberal fair-use policies. Individuals shouldn’t have to live in fear when creating mash-ups, remixes, and the like. Clear, universal policies with no repurcussions for non-commercial activities should be put into place.

(3) However, I firmly support copyright as an artist’s most effective, international, treaty-ratified protection against big media poaching an independent creator’s intellectual property. On the other hand, I think copyright needs to expire with no exceptions, and not be constantly re-extended for well-heeled corporations. If patents expire like clockwork for major pharmaceudical companies’ most expensive medications, then the Disneys of the world can let their copyrights expire, as well.

(4) Making it difficult for people to buy one’s content easily and affordably is probably stupid.

Okay, let’s talk about piracy.

As an author, I have no interest in pursuing criminal charges against folks that consume media I’ve created without paying. Personally, I make a distinction between simply copying a file, and enjoying the media therein. If everyone in the world copied the file of one of my books without reading it, I honestly wouldn’t care. Where I draw the line is when folks watch the movie, read the book, or listen to the song, and then don’t pay. That, I consider to be thoughtless behavior.

My main point is simple math. If a creator’s job is to create, then someone has to pay for that creator to keep doing what they’re doing. If the creator sucks and nobody much buys the thing, then it’s artistic darwinism and time to go get a day job. However, if the creator is terrific, and lots of folks listen to/watch/read/play the thing without paying, then that deliberately avoids rewarding artists for doing good work, and is a tragedy regardless of your thoughts about free culture.

Big media wants to protect the profits of copyright holders by enforcing draconian laws and technological boondoggles, none of which I support because these schemes go overboard and infringe on genuine civil liberties, and from a technological perspective promise to cause far more problems then they would solve.

Rather, I think the fundamental issue at play is people’s attitudes about media consumption, and about paying the artists’ price for what they read/watch/hear/experience.

Making money off of digital media is a numbers game. Folks expect low prices, so the aggregate is important. The more people decide to download media file X and then pay the creator for it, the more money the creator has. It’s that simple.

If you’re not planning on paying for a piece of media you’ve listened to/watched/played/read, then yes, you can provide free publicity for the creator, spreading the word on Twitter and your blog and Facebook and by texting all your friends. And if you’re dead broke, that’s cool. It’s genuinely helpful. But if you’re not broke, at the end of the day you could have done that and given them five dollars. Or two dollars. Or 99¢.

You can argue that copying without payment is not theft, that nothing’s been taken, that the file being duplicated makes more! And I’ll agree with you. Copying a file and then using it without payment is, to my mind, no more an act of larceny then refusing to toss a buck in the cup of a street musician after standing there listening to their whole song. But it is miserly to do so if you have the money to spend. And rude.

At the end of the day, digital media distribution makes filmmakers, musicians, writers, programmers, and other creators of mass distributable content the equivilant of buskers standing by the side of the street. You can enjoy what we make for free, and it’s up to you whether or not you pay us. And whether you as a creator love this new reality or hate it, that’s the truth.

However, it’s disingenuous for tech pundits to stand by the side of the road and say that figuring out how to make a profit is the artists problem, or to suggest that in the future perhaps it’s simply not possible for creators to make a living doing nothing but creating.

To me, the argument is not whether copying media freely is right or wrong–it’s an issue of manners. Of respect for the creator’s time, and the resources that were put into the making of that thing you’ve decided to copy to your digital device in order to upload into your brain.

If you want a more self-serving reason to fork out cash for digital media you enjoy, consider whether or not you want that creator to keep creating. For anyone planning a media project of any sort of ambition, the math regarding whether or not it can be done is simple.

How much folks will pay me

How much it costs to make

=

Whether or not I go broke

Keep in mind that not every type of media you might want to download is created solely as a function of one person’s time. In the case of a film, a whole lot of resources can go into even the humblest 5 minute project. Paying other artists, actors, buying materials for sets and props, paying for insurance, renting equipment, buying bags of clothes-pins, municipal shooting permits, the list can be quite long.

And when it comes to costs, time must be assigned a value. No matter what kind of media we’re talking about, the artist’s time is worth money, and it’s a mistake to think otherwise.

I also believe that artists do their best work when they have the ability to focus on what it is they’re doing, as opposed to working on their thing at 11pm at night after spending all day waiting tables, pumping gas, or writing backend database code. Creation is a job, too, that benefits from a fresh mind and well-rested energy.

So, if you want your favorite artist to be able to focus on what it is they’re creating for you to consume, it would behoove you to toss five or ten bucks into their project. If you’ve got it. And if you don’t have it, keep them in mind  when you do.

It’s the nice thing to do.

April 11, 2012
by Alexis
0 comments

I Do Like to Talk

And Mark Spencer and Steve Martin do their level best to keep me going in this hour and a half interview on MacBreak Live, wherein I discuss how I got started with color correction in the first place, why I like using Resolve, control surfaces, monitors, grading for the web, how I organize grades, how to move projects from Final Cut Pro X to Resolve, why experience matters, and what I think distinguishes colorists who take the craft seriously. It was a fun chat, I hope you like it.

March 27, 2012
by Alexis
10 Comments

Checking Out the Baselight Plugin

For a variety of reasons, I couldn’t resist taking the opportunity to give Filmlight’s new Baselight plugin for Final Cut Pro 7 a whirl. Baselight has long been one of the industry’s premiere grading applications, used on projects both large and small, and among professional colorists I’ve always heard it spoken of glowingly.

When announced at last year’s NAB conference, everyone’s amazement that a high-end company like Filmlight would bring their technology to the Mac as, of all things, a plug-in was overshadowed by Apple’s announcement of Final Cut Pro X, which rendered all FCP7 news somewhat obsolete.

However, as there are many, many shops still using Final Cut Studio 3 regularly, and there are likely to be many who use it into the coming year, I can understand Filmlight’s interest in finishing the project and bringing their plug-in to market, especially given the unique workflow that it enables, of grading from within Final Cut Pro in such a way as to be able to export the corrections directly, with perfect fidelity, via XML to a full-blown Baselight workstation for a dedicated grading session.

What really drew me to work with the plug-in, however, was the desire to get my hands on Baselight’s well-regarded user interface. Having been exposed to Baselight while writing my Color Correction Handbook, I learned to appreciate the numerous tools and modes it provides, as well as some of their more unique takes on common color correction tools.

What is perhaps most impressive is that FilmLight has truly managed to squeeze nearly the entire Baselight UI into this plug-in, which makes this a great way to see what the Baselight interface offers.

So let’s have a look.

After running the installer and opening Final Cut Pro, the FilmLight plugin appears, innocuously, in your Video Filters bin in the Effects tab.

When you drop this plugin onto a clip, the Baselight loading screen appears.

This tells you right away that the Baselight plug-in is no small affair. It’s effectively an application within an application, similar to the approach of other color correction plug-in user interfaces such as Colorista II and Magic Bullet Looks.

For the best previewing performance while using Baselight, you’re recommended to use the Unlimited RT mode (resulting in orange render bars). Otherwise every clip you add this plugin to appears with the red render bars that force a complete render before previewing.

The plugin’s performance was good with the primary corrections I was making. Keeping in mind that you are able to stack many layers of correction one upon another, I was able to stack several layers of primary operations one on top of another and maintain good performance. However, after adding a few secondaries, I needed to select dynamic for both Playback Video Quality and Playback Frame Rate in order to maintain performance.

Incidentally, the accompanying documentation recommends legalizing out-of-bounds (over 100%) signals with a Color Corrector 3-Way filter prior to the FilmLight plugin, to make sure no part of the signal gets clipped when being fed to Baselight.

When you open your clip’s Filters tab, you’ll see the Baselight plugin collapsed vertically, with instructions to expand the Viewer window in order to see the UI within the Filters tab, or double-click the Baselight box to open a dedicated UI in its own window.

If you expand the size of the Viewer and the width of the Parameters column, most of the Baselight controls appear, which is an amazing sight to see inside of Final Cut Pro.

While the Baselight controls are visible in the Viewer, you can view your changes in the Canvas and via video-out on your video interface. However, if you instead double-click to open Baselight into its own window (or click the “pop out” button at the upper right corner), you get all of these controls, plus a viewer that’s useful for other Baselight functions (like drawing curves), as well as LUT and Viewer controls, and Baselight’s own take on the Histogram overlay scope.

This self-contained window can be enlarged to be full-screen, and the divider separating the controls from the image preview and histogram can be resized, giving either half of the interface priority.

Now is probably a good time to point out that the Baselight plug-in is compatible with the Avid Artist Color control panel, allowing you to control much of the UI using that panel’s trackballs, rings, knobs, and buttons.

The general idea behind Baselight is that you can build up a grade using layers. Each layer can use controls from a variety of toolsets that are available, either individually or in combination, to make adjustments of various kinds. These toolsets are the Film Grade, the Video Grade, the Curve Grade, the Hue Shift, and the Six Vector tools.

Each of these tools can be qualified using either keying or shapes, and each tool has parameters for making adjustments both inside and outside of a secondary qualification, simply by clicking the tools button in the appropriate column.

These different toolsets are a unique way in which Baselight organizes what you can do. In particular, the separated “Film Grade” and “Video Grade” tools are an interesting way of exposing two very different kinds of functionality to colorists of different backgrounds.

Examining the Film Grade first, two tabs with three main controls each are exposed.

The left-most tab, ExpContSat, contains an exposure section which provides you with a global exposure slider (raising or lowering the entire signal equally), as well as a global color control that allows for offset adjustments of color (letting you re-balance color by raising or lowering each color channel in its entirety).

The Contrast sliders let you expand or contract contrast with a single adjustment, about a pivot point that’s defined via the middle dotted cyan lines intersecting the diagonal graph found underneath. The R G and B contrast sliders are ganged by default, but an individual slider can be unganged by turning off its button, directly underneath.

Finally, the Saturation sliders provide global control over saturation, but interestingly you can selectively disable ganging on individual color channels, with the result being a sort of color rebalance that works quite differently.

Exposing the ShadsMidsHighs tab reveals another set of film-oriented controls.

Although this may appear to be a standard three-way color balancing system, it’s not. The names of the three color balance controls may be deceiving if you’re used to other grading applications that use the labels of Shadows, Midtones, and Highlights incorrectly, because these color balance controls influence a completely different set of tonal ranges then do the LiftGamma, and Gain controls found in the Video Grade toolset. The Shadows/Midtones/Highlights ranges are more restrictive, allowing far more specificity regarding which parts of the picture are excluded from each color balance control’s effect (I’ll be doing a separate blog entry on film-style grading tools later). Furthermore, in this mode the exposure sliders provide curved control of the knee and toe of the signal.

Colorists coming from more video-oriented toolsets may find these tools strange, but these controls were designed specifically for film colorists who come from a completely different tradition, and the truth is once you get used to this style of working, you’ll discover a range of situations for which they provide fast solutions.

However, the beauty of Baselight is that they don’t just give you some of the tools. They give you all of the tools, hence the Video Grade toolset that’s next in the list.

This set of controls provides the familiar Lift/Gamma/Gain toolset that many of you may be more familiar with, with Shadow and Highlight contrast controls that allow for controlled compression and expansion of the Luma, and color balance controls with broadly overlapping tonal regions of influence, allowing extremely soft and subtle interactions between adjustments made to the darkest and lightest regions of the image.

Incidentally, if you set the FilmLight pop-up menu to Default, you can then open the Region Graph tab, within which you can redefine the tonal ranges of influence exercised by the lift/gamma/gain controls.

Once you’ve created new curves, you can save the result as a graph that you can recall later.

You may also notice in the image above that an RGB Correction graph shows you the effect your adjustments are having on each of the three color channels of the signal. What you can’t see is the Region Graph tab, which exposes controls for customizing the default tonal overlap of the color balance controls.

Similarly to the Film Grade toolset, the Video Grade has two tabs, RGB and Y’CrCb.

These tabs put the lift/gamma/gain controls into either color space’s mode of operation. In RGB mode, contrast expansion increases saturation. In Y’CrCb mode, contrast expansion decreases saturation. As I mentioned, Baselight gives you all the tools, with every variation you might like.

Baselight also includes a powerful Curve Grade toolset.

Two tabs worth of curves are available. HueSaturationLightness provides a complete set of hue curves, while RedGreenBlue provides dedicated luma and color channel curves as a separate set. One of the really neat things about the Baselight curve UI is the automatic “zoomed” view provided to the right of each curve. You can manipulate control points either in the zoomed out view at left, or you can manipulate the selected control point more finely using the zoomed in view at right.

This provides a terrific degree of control for those super-fine detail adjustments that sometimes come up when adjusting skin tone or shadow detail. One thing that takes a bit of getting used to, by the way, is the default behavior of a locked X position for control points. This prevents you from shifting the hue or tonal area affected by a control point while you make adjustments to its intensity, but can be vexing until you discover how to disable the “Lock X Positions by Default” option in the Customize pop-up menu.

So, film controls, video controls, and curve controls, all within a plugin. But wait, there’s more… In a nod to tools available in other software and hardware based color correctors, Baselight provides two other toolsets that, while specific, allow quick adjustments of various kinds.

The first of these, the Hue Shift toolset, provides a slider-driven interface for making changes to hue, saturation, or lightness, with each individual slider governing a specific slice of hue.

While at first this might seem a bit primitive, like a “graphic eq” from 1987, the truth is this can be a really fast way to make a specific adjustment, sort of like a slider-driven hue curve. I imagine this is the type of control that’s much nicer to use from a control surface, where a set of knobs provide logical and quick access to these parameters, but the sliders can be handy, too.

Next up, the Six Vector controls expose a series of tabs that default to pie slices of the color wheel. In essence, this is a qualifier with default settings that, while completely customizable, are designed to be used to quickly target and adjust the primary and secondary ranges of color in the additive RGB model–RGBCMY.

This is a pretty standard HSL qualifier, but with a nice UI and a fast set of limited controls for making adjustments to the hue, saturation, and lightness of the isolated region, as opposed to creating a key with which to limit adjustments made using other toolsets. Again, this is a dedicated tool designed to do specific things very quickly. But don’t worry, there are other tools for doing proper secondary work.

So those are the main tools for adjustment within the Baselight interface. When it comes to secondaries, those are found in the Matte menu, which exposes the many methods that are available for creating a matte with which to limit one’s adjustments, creating a shape, using the DKey keyed, MatteRGB, or HueAngle.

MatteRGB and HueAngle are fairly standard methods of RGB and HSL qualification, so I’ll focus on the Shape and DKey controls, which are unique.

Baselight has a fantastic shapes interface, with two pop-up menus providing different shape drawing options. The first presents some standard freehand/rectangle/ellipse choices, along with the terrific addition of “edge.”

The Edge option exposes a single-line UI for creating gradients, as opposed to customizing a rectangle to do the same thing. This alone saves many mouse clicks.

It’s worth mentioning that the stand-alone window UI is the only place you can adjust shapes and draw freehand curves. Curves have a typical bezier handle interface, but it’s notable that there’s now a shape drawing interface available right within Final Cut Pro 7.

However, as nice as all of this is, what really got my attention was the Quickshape menu, which provides an array of frequently used shapes that you can invoke for isolating specific regions of the image without a lot of customization. Very, very cool.

Moving on, the DKey interface is a three-dimensional keyed, designed for “carving out” a region of RGB space in order to create a custom matte for secondary work.

Dragging a bounding box over the thumbnail to sample produces a targeted “blob” within the 3D Color Space View, and various sliders let you expand and contract the offset, radius, and softness of this blob in order to isolate the most useful range of color for your targeted operation. You can turn on one of three kinds of overlays to see the matte you’re creating as you work (the traditional black and white matte is shown above).

Once you’ve  created a matte using any of these tools, making an adjustment is as easy as clicking the “color” Mona Lisa tab to switch back to your grading tools, and making any adjustment you like using any of the available tools, either singly or in combination.

Since we’re talking about secondary corrections, these are added via additional layers, added using the layers pop-up menu, within which you can add, remove, and reorganize layers in order to control the sequence of operations.

Opening this menu and clicking the green plus icon, I got up to 20 layers before I gave up. It seems clear that there’s no artificial limit on how many layers you can stack up.

The other nice thing about having so many layers available is that you can divide multiple primary adjustments among multiple layers if you so choose. Baselight’s layers mechanism is a nicely flexible tool for managing your corrections.

Incidentally, when creating a matte for a secondary operation, you can click the Reference button while in Matte mode and choose which state of the image, or which layer, you want to use as the source for keying. A very nice bit of flexibility that can be invoked in a hurry.

As this “quick” look is running a bit long, I’m going to jump to a couple of other important features that are worth mentioning. One is support for LUTs.

The Baselight plug-in comes with a few LUTs (look up tables) built-in, or you have the option to import one of your own. The pop-up menu for this is available in the stand-alone window, above the histogram.

There’s also support for keyframing.

Each parameter in Baselight has its own keyframe button (shown turned on, in blue), from which key framing can be enabled or disabled for the current set of parameters. All keyframes then appear, when created, upon a single keyframe track running along the bottom of the Baselight UI. Individually keyframed parameters can be isolated using the Show All pop-up menu. While keyframing, you need to move the playhead in either the Timeline or Canvas, and while keyframing is enabled, new keyframes are automatically created when a keyframe-enabled parameter is adjusted.

So, that was my quick tour of the Baselight plug-in for Final Cut Pro. I’ve only just scratched the surface, there are many more features for refining one’s adjustments and customizing the UI. On the plus side, it provides terrific tools for grading. On the other hand, being a plug-in, it relies on Final Cut Pro 7 for all grade management and image comparison functions, and while that’s not the worst thing in the world, the experience still doesn’t come close to using a dedicated grading application (such as the full Baselight). Finally, the performance is fine so long as you’re willing to work at the proxy resolutions that Unlimited RT with Dynamic Video Quality and Frame Rates enables, but if you’re looking for an environment in which to create complex grades while monitoring at full quality, this isn’t necessarily going to be your best choice.

Bottom line, if you’re interested in learning more about Baselight, or you’re a post facility with a Baselight suite or two already, this is a great plugin to have. If you’re looking for a plugin-based environment for grading work inside of Final Cut Pro 7 because you don’t want to have to learn a whole other application for grading, download the trial version and give it a whirl to see how well it integrates into your FCP workflow.

March 13, 2012
by Alexis
3 Comments

Video Training for DaVinci Resolve

For some reason, everything always happens while I’m traveling.

After a long delay due to many unexpected happenings last fall, I’m happy to announce that my first video training title for DaVinci Resolve is now available from Ripple Training. It’s a seven hour overview covering every aspect of Resolve functionality, from project import, through the myriad grading tools Resolve provides, and finishing with Resolve’s flexible methods for outputting your project.

While I started out intending to do a “quick rundown” of how to use Resolve, the depth and breadth of the application forced me to expand what I was doing. After all, I didn’t want anyone to miss out on any of Resolve’s many features for making a colorist’s life easier.

As a result, the title consists of 53 individual movies, each covering short, specific topics. If you’ve already been using Resolve for a while, this makes it easy to focus on just those features that interest you. Ripple did a great job editing, indexing, and finessing the media to make the workings of the interface clear to see and easy to follow.

Lastly, I designed the lessons so that you can download the free (as in beer) DaVinci Lite version of the application from Blackmagic Designs support, then download the media I use from Ripple (instructions are included), and follow along for no extra money. And the free Resolve Lite now runs on either OS X or Windows, so you can follow along no matter what your platform.

So please, check it out. It’s like hanging out with me all day for $79 US bucks. That’s less then three martinis in Oslo, and there’s no hangover.

There are sample movies, a topic outline, and more at the Ripple Training web site.

March 9, 2012
by Alexis
0 comments

International Women’s Day

I’m on the road at the moment, and up to my eyeballs in work and activities. However, as I’ve been catching glimpses of the news and chatting with friends and colleagues, it’s been impossible not to feel barraged by an inexplicable wave of state and federal legislation around the country, both attempted and successful, seeking to regulate various activities of women involving reproduction, health access, and child rearing. Invariably these regulatory measures are either restrictive or punitive.

I’m not going to go into more detail then that, because I frankly don’t think it matters. Whether you’re talking birth control, associated health care services, abortion services, or single motherhood, the core concept of the various regulatory attempts I’m referring to is to ultimately restrict the activities and options available to women, either directly or indirectly, financially, legally, and logistically.

This is inexcusable. If we, as a people, truly pride ourselves on freedom and self-determination, then intrusive regulation of issues affecting the private lives of women is insulting and degrading. We owe the women in our lives, across our nation, and throughout the world respect, and the acknowledgement that they’re capable of rational decision-making without the need for male mediation, be it medical, political, or bureaucratic, regarding issues of reproduction and health.

How we treat other people says a lot about who we are. Similarly, the quality of a society can be measured by the respect, dignity, and equality of thought and action accorded the women of that society. Without that, we are all of us diminished, left to play foolish roles written for us by frightened authors.

February 23, 2012
by Alexis
1 Comment

The Color of Emotion

Much is said about how color grading effects the emotions of a scene. However, I wanted to take a look at when emotions in a scene affect correction choices you make.

This is something that’s come up for me in documentary productions, but the topic also applies to any situation where people, be they interview subjects or performers, get emotionally worked up during a scene.

In general, it’s often tempting to try and normalize human skin tones the same way audio mixers normalize dialog levels, making everyone’s face in every shot identical, no matter what’s going on. Personally, I think this is a poor approach, since there are lots of things that differentiate human complexion, including ambient illumination, position within the lighting scheme of an environment, biological variation, deliberate differences in makeup from one scene to another, etc.

However, a tricky variation is when people get upset. If it’s genuine, it’s typical for one’s face to get flushed. Consider the following two images:

At left, the calm young man exhibits his ordinary complexion. At right, the upset young man is quite a bit ruddier, flushed as his face is with blood.

Here’s the issue you’ll face. As a scene progresses, the emotions in the room will build, and people’s complexions will shift as faces flush. What you do about it depends on you and your client’s philosophical approach to skin tone. Here are some things to consider:

  • Narrative scene with actors—I would suggest that you leave the color in. You’re theoretically paying your actors for powerful performances, and if you color correct the performance away, what’s the point? That said, there may be a challenge if, in the course of editing multiple takes together, the flush of an actor’s face is more pronounced in some shots and less in others, so it may be necessary to add or remove redness to a person’s face shot by shot to make sure their complexion matches the emotional build of the scene.
  • Documentary scene with interviewees—This can be trickier. If you’ve got talking head shots intercut with b-roll, and you cut from an unflushed bit of interview to a landscape shot and then back to a flushed bit of interview from later, you risk an odd disconnect. In this case, I would be temped to perhaps ease off on the flush to avoid too much discontinuity if the goal was a seamless transition. On the other hand, if the whole point of the interview excerpt being used is that the person is hugely upset, then you might want to leave things be.
  • An already ruddy-complexioned person has turned beet-red—The exception to any rule you might be following. If you’ve got an actor or interview subject who’s already got a reddish complexion, chances are they look like a grape once they get upset. In this case, I think you’d be absolutely right to ease off of the extent of their redness a bit, if only to ameliorate audience distraction. However, I’d still leave the actor somewhat flushed.
Obviously, at the end of the day you’re going to do what your client asks. In the last documentary I graded where this came up, the client wanted me to even out all of the woman’s headshots to ease off of the redness. However, if this comes up and your opinion is asked, the above considerations may add value to the conversation.

February 17, 2012
by Alexis
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Flat Doesn’t Really Mean Flat

A thought for the day, as it’s come up a few times in conversation. “Shooting flat” really means “capturing image data flatly,” it doesn’t mean flat lighting. Please, I beg of you, light the set, paint with shadows, and use a deliberate iris setting for specific intention. The “flat” or “log” data capture setting of your camera will then protect as much as that particular camera is capable of in the highlights and shadows, so we can have more fun during the grading session.

February 7, 2012
by Alexis
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My Small Contribution to the Superbowl

Production company Three Volts approached me to do some grading for a Park Nicollet spot they were doing. It’s a graphically treated spot (effects by Minneapolis-based Design Guys), but I was brought in to do specific work on the skin tones throughout.

The nature of the spot made the skin tones pretty easy to isolate for hue and saturation adjustment, but additional work involved whitening teeth, some subtle complexion smoothing, and contrast tweaking to match the graphics.

Interestingly, KARE 11 did a news story on locally-produced regional spots competing with their bigger-budget national counterparts that featured this commercial. Professionally produced graphics and color correction added necessary polish. If you ever ask yourself whether or not it’s worth the money to have your project graded, ask yourself how your project will compare to the competition if you don’t.