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Hi @aaron - this type of curve (sat vs lum) is incredibly prone to producing artifacts, no matter if it's done in Color.io or Resolve. Whenever you change the luminance of pixels based on their saturation value you are likely going to break the image because saturation is a color dimension that doesn't correspond well with surfaces in natural images: In other words, saturation is usually all over the place and varies from pixel to pixel whereas hue and luminance are more continuous and thus don't produce artifacts. Could you provide one or more example images that would benefit from a saturation based luminance adjustment?
I guess it's not a major necessity. I can use a subtractive color dctl like GradeLab and use sat vs lum to get the results I need. I should mention, though, that I've used a variety of subtractive saturation dctls and some have the problem you mentioned and others like GradeLab don't. No idea what's going on under the hood that makes the difference.
@aaron that's interesting, I'll take a look at GradeLab and see if I can replicate it. If it can be done cleanly I'm all for it!
@aaron actually I think I may have misunderstood what you meant. To recap, subtractive saturation is called density in Color.io
There are 4 ways to adjust density:
When you increase saturation with these tools, the saturated colors also get darker. You seem to want to have separate control over how much colors are darkened as they become more saturated by this density algorithm, is that correct? Yeah I think I know what you mean now. There are two options we have to potentially implement this. Some kind of slider that modifies the actual darkening in the density algorithm, or a separate curve that selectively darkens saturated colors. The first option is definitely going to yield cleaner results but I'll have to figure out an elegant way to add this to the UI.
@monokee Yeah, I mean the darkening aspect of the subtractive saturation.
Today I came up with a new workflow:
Color.IO for unique color palate creation
Linny + SPK Print for density
A separate subtractive saturation dctl for saturation (I don't know which one, I have so many)
The interplay between the "Density vs Hue" and "Luma vs Hue" curves has been updated in the latest beta to essentially do what has been discussed in these posts:
When a density adjustment has been made to a particular hue vector, any luminance adjustments to the same hue vector now add weight to the density-dependent darkening. This fuses the two processes together more naturally for improved color rendering.