logo Sign In

Post #473976

Author
csd79
Parent topic
GOUT, Automated Theatrical Colouring, and a Reference Guide
Link to post in topic
https://originaltrilogy.com/post/id/473976/action/topic#473976
Date created
15-Feb-2011, 5:36 PM

I did a little experiment with RGB filtering instead of YUV (in After Effects) to try and push the GOUT color balance toward what we see on the Technicolor print photos. In comparison, what I see in the GOUT is lack of contrast and lack of deep green/cyan. Also the colors are desaturated but I wanted to see what can be achieved without drastic saturation tweaks.

Flesh colors in the GOUT are not so much redish but purple-ish, so green should shift them in the right direction; also it can move the color of the Death Star corridor walls out of no-color and pure blue.

The big s-shape of the master curve is (supposed to be) the contrast boost; then the whole thing is moved upward (= gamma boost, because now the picture is pretty dark). Also I added a hole at the shoulder to protect highlights somewhat (they are already blown out in many places). The green curve is in a little counter-contrast, so shadows would be shifted toward green in the output.

I did tweaked shadow and highlight saturation, both by less than 30; highlight saturation is actually dialed down. (I think the peaks of  the saturation curve you see here is also equivalent to less than +-30.)

There are 3 shifts in the hue curve. The first two is for the droids, I wanted them to look like the first grab of that 8mm print Zombie posted on some other page (which is I think beautiful, color-wise). The third is for (hopefully) spreading the newly added green.

First I tried this setup as a one-light, then added another layer for tweaking the levels for individual scenes, but this was a half-assed attempt. As you can see on the screenshots below, some scenes are still too bright/dark, also some could use a little more/less contrast boost.

Also, check out the second image: that fishy green pattern on the wall is caused by the RGB-curves (appears in some scenes in the first three reels). It also moves, thanks to the color fluctuation -- which is emphasized by the raised contrast. Generally, as Zombie mentioned in regards of the saturation boost, this kind of drastic tweak brings out noise. Worst are the desert scenes with half of the screen being flat blue and the other half flat yellow. By the way the input video was processed with G-Force's script (which is great!), minus anti-aliasing and resize. Maybe the script could help with the emphasized noise (doing the color tweak before the script).

I think these settings might be a good alternative starting point. Unfortunatelly I don't have time to take it any further right now.