Resolve blueprint
A node tree built to be adjusted, not copied blindly
Normalize known camera originals into DaVinci Wide Gamut / DaVinci Intermediate with Resolve Colour Management or a documented input CST, and give scanned film or VFX plates their own correct input transforms. Place exposure from skin and from the brightest surface that must keep texture, usually sky, window or white hat, before any palette work.
Keep environment, skin/costume and practical-light colour in separable branches. The look depends on density differences inside a narrow warm family and on hard side light that the grade must not fill: a flattening move that makes a face easier to see removes the modelling the photography supplies. Suggested settings are starting ranges for suitable log/raw footage, never recovered originals.
Group Pre-ClipN01
Input transform
Normalize camera, scan and VFX sources correctly before interpreting warm desert, dense black or cyan practicals as a look.
Do this
- Decode raw from camera metadata, or transform documented log/scan data into DaVinci Wide Gamut / DaVinci Intermediate.
- Give plates and flash or muzzle elements their own input transforms before compositing.
- If project colour management already performs the IDT, omit this node rather than doubling it.
Starting points
- Keep creative tone mapping out of the input stage; display mapping belongs in N13.
- For comparison with the supplied reference only, use Rec.709 gamut and provisional gamma 2.4 as an explicit assumption.
Watch
- A wrong transfer makes desert highlights and black-coat density impossible to judge.
- Confirm data/video levels before treating a lifted floor or clipped sky as intentional.
Clip · serialN02
Exposure and neutral anchor
Place exposure from skin and from the brightest surface that must keep texture, and balance from credible neutrals without removing desert warmth.
Do this
- Use Offset for the main exposure move, then HDR Global or Log wheels for zone placement.
- Choose neutrals from grey metal, concrete or white paint only after checking they are not lit by sky or practical.
- Set faces from texture and modelling on the lit side, not from average face luminance.
Starting points
- Begin within about ±0.35 stop on well-exposed log material.
- Keep temperature and tint corrective; build the ochre family in N04 and N06.
Watch
- Auto-neutral on dust or sky strips the warm family and turns skin pink.
- Exposing for the shadow side of a face fills the side light the frame depends on.
Clip · serialN03
Hard shoulder and dense toe
Hold sky, windows and white hats just below clipping with texture, and build a toe where black costume sits above the deepest gaps.
Do this
- Shape a firm but rolled shoulder with HDR Highlights/Specular or Custom Curves.
- Build the toe separately so coat and hair keep a small step above true black.
- Keep midtone contrast moderate in exteriors; the photography supplies hard light.
Starting points
- Try contrast around 1.06–1.20 with pivot 0.40–0.50, then shape toe and shoulder independently.
- Use a soft clip only as a final guard for skies and windows.
Watch
- A hard clip turns overcast sky and window light into flat paper.
- Crushing black costume to 0 loses collar and seam and makes figures cut-outs.
Clip · serialN04
Warm-neutral palette compression
Draw rock, grass, dust and sky into one warm family by compressing hue spread and chroma, without neutralizing them.
Do this
- Use Hue vs Hue and Hue vs Sat to narrow the yellow-orange spread and reduce stray greens.
- Pull high-chroma outliers in the environment down before they compete with narrative accents.
- Leave hue compression out of skin, blood and practical keys (N05, N07).
Starting points
- Start with 5–15° of hue narrowing around yellow-orange and 10–25% saturation reduction on outliers.
- Judge on a vectorscope and on the picture together; the family is narrow, not grey.
Watch
- Over-compression makes the desert beige and removes the difference between rock and sky.
- Compression that reaches skin turns faces sallow.
Clip · parallelN05
Skin, costume and narrative colour
Protect skin density and hue, keep black and plaid costume distinct, and hold small narrative colours such as signs and blood.
Do this
- Key skin with a soft HSL qualifier intersected with face windows, and adjust lit-side density only.
- Use separate small qualifiers for red signage, dried blood and practical accents.
- Keep plaid and denim from converging with the environment family.
Starting points
- Adjust skin by small amounts: 0.1–0.25 stop of density, a few degrees of hue.
- Protect narrative reds from N04 rather than adding saturation to them.
Watch
- A skin key that spreads into warm walls or rock lifts the whole frame.
- Saturating blood reads as fresh and theatrical; the frames show it dark and dried.
Clip · parallelN06
Sky, window and exterior field
Place skies and daylight windows as a separate density so the exterior keeps texture and the interior keeps its own exposure.
Do this
- Use a luminance key intersected with sky or window shapes; track windows through camera moves.
- Adjust exterior density and a small amount of warmth or coolness independently of faces.
- Keep window frames and mullions out of the key edge.
Starting points
- Start with −0.2 to −0.6 stop on the exterior field and a soft 3–8 px key edge.
- Match the sky's b* to its setting rather than to a single film-wide sky target.
Watch
- Halos around hats, heads and mullions where the key edge is too hard.
- An over-darkened window makes a daylight interior read as night.
Clip · parallelN07
Practical and narrow-spectrum light
Hold the colour of fluorescent tubes, headlights, lamps and flashes as sources in the frame, separately from the balance of the scene.
Do this
- Key practicals and their pools; adjust hue and density of the source separately from the surround it lights.
- For fluorescent cyan-green, keep the cast in walls and shadows while protecting a little warmth in skin.
- For headlights and lamps, keep a warm core without clipping the whole bloom.
Starting points
- Start with small hue moves (±5–10°) inside the practical key.
- Leave the cast of a narrow-spectrum source in the image; do not neutralize it away.
Watch
- Neutralizing a fluorescent scene removes its reason to look ill.
- A key on a bloom edge breaks into rings or steps.
Clip · serialN08
Local light shaping and face hierarchy
Shape attention with soft windows that follow real light: lift eyes and the lit plane of a face, deepen unlit walls, keep the shadow side of the face.
Do this
- Use soft tracked windows on faces and on the brightest distracting surfaces.
- Deepen large unlit areas only where the photography already places darkness.
- Never fill the shadow cheek to equalize a side-lit face.
Starting points
- Start with +0.1 to +0.3 stop on a face window and −0.2 to −0.5 stop on distracting surround.
- Feather windows generously (30–60% of window size).
Watch
- A face window that lifts the shadow side removes the modelling the scene reports measure.
- Visible window drift across a moving head or camera move.
Clip · serialN09
Luminance-dependent colour
Keep chroma in dark and bright zones believable: dense shadows slightly desaturated, highlights rolling off without hue shift.
Do this
- Use Lum vs Sat to reduce chroma in the deep toe and in near-white highlights.
- Check sky and window shoulders for hue shift toward cyan or magenta.
- Keep warm midtones carrying the family's chroma.
Starting points
- Start with 10–30% saturation reduction below about 10% luma and above about 90%.
- Watch the vectorscope trace of skies as the shoulder is shaped.
Watch
- Coloured noise in dense black costume and interiors.
- Hue-shifted skies after a strong shoulder.
Clip · parallelN10
Night and dusk construction
Build night and dusk as blue-cyan density above deep black with warm practicals kept, without crushing silhouettes into the ground.
Do this
- Separate sky, land and practical keys; keep a small value step between silhouette and land.
- Carry blue into sky and mids, keep the toe close to neutral, let practicals stay warm.
- For day-for-night or late-dusk material, reduce exposure and chroma before adding blue.
Starting points
- Start with −1 to −2.5 stops on land for day-for-night and a soft sky gradient window.
- Keep the horizon glow as the brightest non-practical area.
Watch
- Blue pushed into the toe turns black into navy and exposes noise.
- Silhouettes merging into land when the toe is crushed.
Clip · optionalN11
Texture, grain and bloom
Match grain, halation and bloom so graded highlights and practicals keep the photographic texture of film origination.
Do this
- Add or match grain after all density moves, at a size appropriate to the delivery.
- Use restrained glow only where the reference shows bloom around sources.
- Bypass by default; enable per shot.
Starting points
- Start with grain at low strength and check at 100% on dark and bright areas.
- Keep glow thresholds high so only sources bloom.
Watch
- Digital-clean shadows beside grainy highlights after heavy noise reduction.
- Glow that softens faces or reduces midtone contrast.
VFX / Clip · parallelN12
VFX and flash integration
Integrate muzzle flashes, sky work and any environment elements with matched black level, grain, bloom and light spill.
Do this
- Grade plates and elements to match before combining; add spill onto nearby surfaces from the element's colour.
- Match bloom and grain across element edges.
- Keep single-frame and two-frame events consistent with adjacent frames.
Starting points
- Start with element black at or slightly above the plate's toe.
- Review at speed and frame by frame.
Watch
- A flash element brighter than any plate highlight with no spill on the subject.
- Mismatched grain inside the element.
Group Post-ClipN13
Output transform and trim
Render the scene-referred grade to the calibrated delivery while keeping display-specific trims out of the shared look.
Do this
- Use Resolve Colour Management or a CST from DWG/Intermediate to the required gamut and transfer.
- Enable suitable tone and gamut mapping, then inspect skies, black costume and cyan practicals for compression.
- Create separate SDR, HDR or alternate-display trims rather than changing the scene-referred graph.
Starting points
- For comparison with the reference PNGs, monitor Rec.709 gamma 2.4 in a controlled surround.
- Use soft clip only as a final guard.
Watch
- A double output transform shifts both desert warmth and black placement.
- Banding in overcast skies, dusk gradients and flash blooms in the encoded deliverable.