WEBVTT

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Welcome to the Color Timer

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podcast. I'm your host, Vincent Taylor.

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This is the podcast where we speak

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to professionals who work with color.

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Today, I'm speaking to Mr. Jason Bowdach

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 Jason is a freelance colorist.

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He comes from a color

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science and workflow background.

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He also has a very

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interesting company called Pixel Tools,

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which is what I'm going to focus on today. So I

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hope you enjoy it. Let's go.

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Take your seats because the

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hourglass is about to turn.

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We are entering the world of the micro podcast.

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Explore the craft, creativity,

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and science of professionals

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who use color to tell stories.

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Welcome to the Color Timer with Vincent Taylor.

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Jason Bowdach, welcome.

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Welcome to the Color Timer podcast.

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Thank you so much for having me on.

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I'm really glad that we were

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able to get on each other's podcast.

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It's so much fun that there is a

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lot more color grading information

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and stuff for people to listen to.

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So thank you so much for having me on.

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It's true. I did.

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I did kind of consider through

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my little brain this morning.

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Is this a version of nepotism?

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Because I'm on your podcast, you're on my podcast.

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And, you know, is it kind of, you know, I don't

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think so because, you know,

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I don't think so. I've I've 

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I just started my first podcast.

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I have one season down.

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So I consider myself very much

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a beginner in creating podcasts.

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But one of the first things that I was told was

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work with other podcasters

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to spread the word about that podcast.

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And that's how you discover new podcasts.

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I enjoy podcasts in a

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variety of different subjects.

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And I'm constantly looking for new ones.

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And so the fact that we're

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on each other's podcasts,

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we're spreading the word to people about that.

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Enjoy color grading that, by the way, if you're

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interested in this topic,

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here's something else you can watch.

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It's yeah. Yeah, it's it seems to.

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And you think back to I'm

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going to say the old days,

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but you think back to years ago and it was just so

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hard to get any information.

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You know, so it's it's kind of nice.

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I feel I feel so you kids are spoiled.

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You kids are spoiled by all these, you know.

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But listen, I'm going to jump straight in.

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I do have my my little note here

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to remember to start the timer.

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So I've I've I'm kind of

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already so so let let's go.

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Let's let's I'm going to turn it over officially.

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Let's let's I'm going to turn it over officially.

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Yeah, flip that timer, man.

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And in a way and a way and your time starts now.

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Now, you are a colorist,

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you're a freelance colorist,

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but I am not going to talk to you about that.

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I'm not going to speak to you about that because

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I'm going to talk to you about

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your company, Pixel Tools, and about what?

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What is it? What is this company?

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Tell me all about it.

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Well, I think I probably should

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start off saying that I'm a huge nerd.

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I love color grading.

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I love filmmaking.

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Everything about it is

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something that, as my wife says,

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"I wish I loved my job as much as you do."

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So the fact that I spend my days working

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and making pretty pictures and

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telling stories was something

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that I felt really lucky to do.

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But as a lot of artists, we

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have a set of tools that we're given

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or were taught to work with.

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And as I started to work in

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color grading, I found myself

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limited is not the right word, but I found myself

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wanting a couple of additional

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tools, especially working with Resolve.

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And as I expanded my knowledge of color grading

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and especially color science,

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I found myself more interested

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and I found myself hitting

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walls in terms of what traditional

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color grading tools could do built into Resolve.

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And I decided to start to explore that area.

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And that's where I found that

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there's a huge variety of tools

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that we can build for Resolve, whether it's

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plug-ins or power grades,

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which are presets,

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essentially, that weren't being done.

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And for me, that was a

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complete missing opportunity.

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And I sort of waited.

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As a beginning colorist when I

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was considering starting Pixel Tools,

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I didn't really consider

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myself the right person to do that.

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I can I thought there is

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somebody that has a lot more experience

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that should be building these, not mine.

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So I waited about two years.

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Right. You always wait for

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somebody that knows better to build stuff.

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I'm still I'm still waiting and I'm

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glad people like you are doing it.

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But no, no, I hear you.

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So after about two years of

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waiting for for somebody that's a senior

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to step in and to build

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these tools, I decided, fine,

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I'll start building power grades

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for colors to make things easier.

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We don't all like to start from scratch.

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And so I started doing that at

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about four, wow, about four years ago.

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And I started offering these

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power grades to other colorists.

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Now, I'm sure a lot of people build power grades,

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but these are specifically power

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grades designed for other people to use.

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They're labeled, they're documented.

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They're created in a way

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that other people can use them

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without having to know every single inch of it.

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And that's a little bit different

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than the current tools that are around.

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Maybe you work at a facility and

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someone shows you, oh, by the way,

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we created this internal tool.

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You touch here, here and

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here. Don't touch anywhere else.

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And I didn't really like that.

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If you didn't work at a

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facility, you didn't have the ability

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to get into a facility, you were stuck.

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And I wanted to sort of open that up.

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And that's really what

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Pixel Tools got started with.

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Which I mean, you're talking about specific tools,

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which tool did you start with?

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What was the one thing? So

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you know what I really want?

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Really, it got started in a pretty pedestrian way.

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I loved. I liked third party LUTs,

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but I didn't like the black box that they were.

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And so as I started to learn

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Resolve and as sort of a petty excuse

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to get better at color

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grading and reverse engineering,

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I started to reverse engineer

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popular third party look up tables.

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And I said, well, look up tables are nice, but

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they're not very helpful.

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And when they don't work,

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they don't work really hard.

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Yeah. And I can't really fix them.

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It's not like a plug in or a

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color grade where I can go in

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and find where it's broken and essentially fix it

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and get the project out the door.

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If it doesn't work, the door

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is slammed and it's locked.

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And I really didn't like that.

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And so at least for me in my

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basic stage, I figured out, well,

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if we can recreate these LUTs inside Resolve with

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curves and lift gamma gain

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and secondaries as much as possible

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using the color warper and hue curves.

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Well, we have a lot more control over these tools.

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And so really the first

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popular three look up tables

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I started reverse

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engineering were just client LUTs.

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LUTs that they brought in that

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were like, hey, we shot with this.

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Can you grade with this?

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Or I bought this popular third party LUT.

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I want to use it on my film.

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And it just broke on three or four scenes.

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And so the ability you've

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encountered that, I'm sure you have.

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And they love that LUT.

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They like something that it does,

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or they like the way that it

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makes the the scene or the movie feel.

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And they're attached to it because

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of course they used offline with it.

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And so for me, the first

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sort of entry into this pond

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was I need to make this into a tool that I

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professional colorists can use.

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And so the first product we created was the volume

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one power grades collection,

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which was essentially a hundred

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different LUTs or common corrections

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that I reverse engineered.

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That's a lot, man.

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It - you can ask my wife for a

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lot of time we were watching TV.

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I just had my laptop out sort

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of reverse engineering them.

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And then I would take them

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into the suite and really

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make sure that they were to to

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the proper level of precision

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because reverse engineering

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LUTs, you're just doing it on charts.

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You're you're it's a lot of boring work.

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And I get it. Nobody really wants to do that.

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But the result of it is so, so important.

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The ability to have now

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three or four different nodes.

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Here's the curves. Here's the hue changes.

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Here's the Luma changes is a really important task.

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And so for me, I just want to jump

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in for a sec, because you're talking

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about the reverse

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engineering and looking at charts.

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Is it possible to explain in layman's terms?

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What is it when you reverse engineer?

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What where do you start with

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that? I don't quite understand.

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So this continually gets more complicated as you

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start to reverse engineer,

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more complicated looks.

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So obviously on the top end, you have film

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emulation, which is very nebulous.

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But let's start at the very beginning.

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Let's just start at I have a a LUT that's changing

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blue skies to teal skies.

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And so you might be given this and the client's not

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going to tell you what it is.

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They're going to say, I really

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like what this is doing to my skies.

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Or this is what I like, the look of this.

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And you are in charge of saying,

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OK, what exactly is this doing?

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And so you might pull out a

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common couple of common shots,

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whether they're from Ari, a

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couple of synthetic shots,

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and you're going to apply this

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and you're going to analyze it.

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You're going to go look at these color charts.

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You're going to say, what is it doing to red?

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What is it doing to yellow?

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What is it doing to different

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shades of hues, essentially,

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and trying to analyze it?

271
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And one you can do that's the first step, which is

272
00:09:18.375 --> 00:09:20.000
just trying to understand,

273
00:09:20.000 --> 00:09:21.500
OK, what is it touching

274
00:09:21.500 --> 00:09:22.541
and what is it not touching?

275
00:09:22.958 --> 00:09:24.041
And then you start to get in.

276
00:09:24.500 --> 00:09:27.000
OK, now I can start to put points on my curve.

277
00:09:27.000 --> 00:09:29.333
Where are we starting to build our contrast curve?

278
00:09:29.333 --> 00:09:32.500
You can put it on a grayscale and start to see here

279
00:09:32.500 --> 00:09:34.041
is literally where it's expanding.

280
00:09:34.583 --> 00:09:36.291
I can see it on my waveform.

281
00:09:36.333 --> 00:09:37.833
I can see when I apply the LUT

282
00:09:37.833 --> 00:09:39.750
it pulls and stretches my image.

283
00:09:39.958 --> 00:09:41.500
And when I disable it does that.

284
00:09:41.708 --> 00:09:42.750
And then you can start to

285
00:09:42.750 --> 00:09:44.916
rebuild that with Resolve's own tools

286
00:09:44.916 --> 00:09:47.708
to the level that allow that. Right. Right.

287
00:09:48.041 --> 00:09:49.875
And and are you almost you

288
00:09:49.875 --> 00:09:51.458
know, you're rebuilding it

289
00:09:51.458 --> 00:09:52.916
and you're checking back to

290
00:09:52.916 --> 00:09:54.541
those curves and those scopes to go.

291
00:09:54.541 --> 00:09:56.125
There we go. It's the same

292
00:09:56.125 --> 00:09:58.833
kind of world. And yeah, exactly.

293
00:09:59.416 --> 00:10:02.666
And it's it sounds like dull work because it is.

294
00:10:02.666 --> 00:10:03.958
And you're just trying to

295
00:10:03.958 --> 00:10:06.083
make your A/B'ing it to see, OK,

296
00:10:07.000 --> 00:10:08.500
my work, the LUTs work.

297
00:10:09.083 --> 00:10:10.791
And there's times where you're like, you know what?

298
00:10:11.375 --> 00:10:12.666
I can see something that the

299
00:10:12.666 --> 00:10:14.208
LUT is doing that I don't like.

300
00:10:14.500 --> 00:10:16.791
So I'm going to rebuild everything except that.

301
00:10:17.000 --> 00:10:19.250
Yeah, that's going to be a problem. Yeah. Yeah.

302
00:10:19.500 --> 00:10:20.958
And that and then I'm back to what you're saying

303
00:10:20.958 --> 00:10:23.000
about it breaking or something like that.

304
00:10:23.000 --> 00:10:24.625
You're just kind of refining

305
00:10:24.625 --> 00:10:26.666
that and getting all those elements,

306
00:10:27.291 --> 00:10:28.708
but rebuilding in such a way that

307
00:10:28.708 --> 00:10:30.000
it's not going to break your image

308
00:10:30.000 --> 00:10:30.958
and it's not going to do

309
00:10:30.958 --> 00:10:33.041
those nasty things. Exactly.

310
00:10:33.291 --> 00:10:35.875
A lot of the problem, at least now, a lot of us are

311
00:10:35.875 --> 00:10:37.583
working in scene referred workflows

312
00:10:37.916 --> 00:10:39.416
where we're not including the

313
00:10:39.416 --> 00:10:41.000
camera transform in our looks.

314
00:10:41.583 --> 00:10:42.916
A lot of the stuff provided by

315
00:10:42.916 --> 00:10:44.833
our clients has that baked in there.

316
00:10:45.416 --> 00:10:47.041
And so we have to figure out, well,

317
00:10:47.041 --> 00:10:49.250
how can I apply this creative transform

318
00:10:49.500 --> 00:10:51.541
without my technical camera transform?

319
00:10:52.416 --> 00:10:53.625
And so there's a lot of.

320
00:10:54.875 --> 00:10:56.166
I mean, it gets more complicated,

321
00:10:56.166 --> 00:10:57.416
but you are reverse engineering.

322
00:10:57.666 --> 00:10:59.291
So you might you might apply

323
00:10:59.291 --> 00:11:01.583
their their applied camera LUT

324
00:11:01.916 --> 00:11:03.791
on a different project, pull stills, and then

325
00:11:03.791 --> 00:11:04.416
you're going to have to go

326
00:11:04.416 --> 00:11:05.291
into your scene referred

327
00:11:05.291 --> 00:11:06.666
workflow and try and match that.

328
00:11:07.166 --> 00:11:10.333
So it can get pretty complicated, but the gist of

329
00:11:10.333 --> 00:11:11.875
it is you're essentially trying to

330
00:11:11.875 --> 00:11:15.125
A/B things with synthetic charts and real charts

331
00:11:15.125 --> 00:11:17.500
and at different exposure levels.

332
00:11:17.500 --> 00:11:19.708
Because remember, sometimes these things will react

333
00:11:19.708 --> 00:11:21.750
different at bright scenes

334
00:11:21.875 --> 00:11:23.625
and then at dark scenes. OK.

335
00:11:25.083 --> 00:11:27.833
Now, I know I kind of pulled you off track a little

336
00:11:27.833 --> 00:11:29.125
bit because you were talking about

337
00:11:29.166 --> 00:11:31.625
you started off by, you know,

338
00:11:31.625 --> 00:11:32.958
building all these power grades, right?

339
00:11:34.041 --> 00:11:36.500
And and and developing. Where'd you go from there?

340
00:11:38.250 --> 00:11:41.750
So power grades for me, once I discovered that

341
00:11:41.750 --> 00:11:43.416
Resolve had a form of color

342
00:11:43.416 --> 00:11:45.041
grading presets that they call power

343
00:11:45.041 --> 00:11:47.250
grades, which essentially allows me

344
00:11:47.250 --> 00:11:50.416
to build a preset of notes that I can continually

345
00:11:50.416 --> 00:11:51.750
use on a variety of different

346
00:11:51.791 --> 00:11:53.541
projects, but also document

347
00:11:53.541 --> 00:11:54.833
and give out to other people.

348
00:11:55.833 --> 00:11:59.958
My next step was, well, what can I do with the.

349
00:12:01.416 --> 00:12:02.583
Essentially, a tool that I

350
00:12:02.583 --> 00:12:04.000
want to go beyond Resolve.

351
00:12:04.000 --> 00:12:05.916
So, for instance, a very popular

352
00:12:05.916 --> 00:12:08.083
request is I want subtractive saturation

353
00:12:08.500 --> 00:12:11.125
or saturation that gets darker as

354
00:12:11.125 --> 00:12:13.208
it gets more saturated, not brighter.

355
00:12:13.875 --> 00:12:15.708
Really, really common sort

356
00:12:15.708 --> 00:12:17.500
of filmic saturation vibe.

357
00:12:18.083 --> 00:12:20.875
You can do that theoretically in Resolve.

358
00:12:21.041 --> 00:12:22.666
It's going to require a a

359
00:12:22.666 --> 00:12:23.791
node sandwich kind of thing.

360
00:12:23.791 --> 00:12:25.708
You're going to have a bunch of different nodes.

361
00:12:25.708 --> 00:12:26.583
You might compound them.

362
00:12:27.125 --> 00:12:30.500
But for me, I was getting distracted with that.

363
00:12:31.250 --> 00:12:34.500
A big. Around that time, I decided

364
00:12:34.500 --> 00:12:36.166
that it was time for me to decide

365
00:12:36.541 --> 00:12:38.375
what I wanted to do with pixel tools.

366
00:12:38.791 --> 00:12:40.083
There's a lot of people that were starting to

367
00:12:40.083 --> 00:12:41.291
create color grading tools,

368
00:12:41.291 --> 00:12:44.208
and I really decided to define why

369
00:12:44.208 --> 00:12:45.625
am I creating color grading tools

370
00:12:45.750 --> 00:12:47.041
and what are going to make mine different?

371
00:12:47.916 --> 00:12:49.625
And what I decided to define at

372
00:12:49.625 --> 00:12:52.375
that time is a lot of plug ins,

373
00:12:52.416 --> 00:12:55.416
Resolve, the built in tools are highly complicated.

374
00:12:55.833 --> 00:12:58.041
They have more sliders and true.

375
00:12:58.708 --> 00:13:01.500
Yeah, different different adjustable features that

376
00:13:01.500 --> 00:13:02.541
you can throw a stick at.

377
00:13:03.166 --> 00:13:05.208
For me, I'm not going to

378
00:13:05.208 --> 00:13:06.708
create a new plug in or tool

379
00:13:06.833 --> 00:13:10.416
unless there's a really definable benefit to it.

380
00:13:10.666 --> 00:13:13.541
So for me, pixel tools outside of the power grades

381
00:13:13.541 --> 00:13:16.291
going into what are called DCTLs or

382
00:13:16.291 --> 00:13:17.625
essentially a programming language

383
00:13:17.625 --> 00:13:19.375
that we can use to create plug ins.

384
00:13:19.791 --> 00:13:20.833
I wanted to make sure that I

385
00:13:20.833 --> 00:13:22.541
created color grading tools

386
00:13:22.541 --> 00:13:24.000
that were simple and easy

387
00:13:24.000 --> 00:13:25.333
for professional colorists.

388
00:13:25.708 --> 00:13:27.250
We are jamming through sessions,

389
00:13:28.166 --> 00:13:29.625
and I find that a lot of us use

390
00:13:29.625 --> 00:13:31.291
tools that we ignore things on.

391
00:13:31.916 --> 00:13:35.333
So for me, as a working professional, we're paid

392
00:13:35.333 --> 00:13:36.666
per hour most of the time.

393
00:13:37.583 --> 00:13:39.541
I wanted to simplify the workflow.

394
00:13:40.250 --> 00:13:41.791
So there's a lot of tools out

395
00:13:41.791 --> 00:13:43.416
there that makes things more complex.

396
00:13:44.000 --> 00:13:45.250
I wanted to simplify them.

397
00:13:46.125 --> 00:13:47.541
So for me, it's all about

398
00:13:47.541 --> 00:13:49.583
making it so I can work on the panel.

399
00:13:50.083 --> 00:13:52.291
So that I can work quickly so that I don't have to

400
00:13:52.291 --> 00:13:54.083
leave my creative mindset.

401
00:13:54.333 --> 00:13:55.791
I don't want to go into working.

402
00:13:56.250 --> 00:13:58.250
OK, what color space do I need to go into?

403
00:13:58.541 --> 00:14:01.541
I go to HSB, I go to HSL, I change the gain.

404
00:14:02.166 --> 00:14:04.458
OK, now what was my what did my client want again?

405
00:14:04.916 --> 00:14:06.333
They wanted punchy colors.

406
00:14:06.916 --> 00:14:08.000
I don't want to switch between

407
00:14:08.000 --> 00:14:09.500
technical and creative mindsets.

408
00:14:10.291 --> 00:14:12.791
And the requirement that resolve

409
00:14:12.791 --> 00:14:15.375
makes you do to do some of these creative

410
00:14:16.041 --> 00:14:18.416
solutions to me was a big problem.

411
00:14:19.416 --> 00:14:20.583
Certain colorists can do that.

412
00:14:21.125 --> 00:14:22.166
Not everybody can.

413
00:14:22.166 --> 00:14:24.291
And I don't think being highly technical is a

414
00:14:24.291 --> 00:14:25.958
requirement of being a good colorist.

415
00:14:26.250 --> 00:14:30.125
So for me at this time, it was to create highly

416
00:14:30.125 --> 00:14:32.083
precise color grading tools

417
00:14:32.541 --> 00:14:36.125
that even just the creative colorists could use.

418
00:14:36.291 --> 00:14:37.208
I really love that.

419
00:14:37.458 --> 00:14:39.666
I really love that because, you know, I'm not I'm

420
00:14:39.666 --> 00:14:41.291
not a technical colorist, you know,

421
00:14:41.291 --> 00:14:44.666
and and the things that the tools that you've

422
00:14:44.666 --> 00:14:46.791
developed are really useful.

423
00:14:47.041 --> 00:14:48.833
And they are simple to use, you

424
00:14:48.833 --> 00:14:50.625
know, which which is a delight.

425
00:14:53.083 --> 00:14:55.833
Do you have and I don't know if you can talk about

426
00:14:55.833 --> 00:14:56.750
this, but do you have some other

427
00:14:56.750 --> 00:14:58.750
tools coming up? I do.

428
00:14:59.708 --> 00:15:02.041
I'm - here's where I am right now.

429
00:15:02.041 --> 00:15:02.833
Right now, I'm in this

430
00:15:02.833 --> 00:15:06.333
interesting area of I'm examining the scene

431
00:15:06.833 --> 00:15:08.875
and I'm looking like it's easy

432
00:15:08.875 --> 00:15:09.958
for me to just go, you know what?

433
00:15:10.166 --> 00:15:11.666
We need a new contrast. Cool.

434
00:15:12.000 --> 00:15:14.458
We need a new split toning tool.

435
00:15:14.833 --> 00:15:16.583
But it's really crucially important

436
00:15:16.583 --> 00:15:18.500
to me that I'm not recreating the wheel

437
00:15:18.500 --> 00:15:19.500
for something that is

438
00:15:19.500 --> 00:15:20.625
already well done in Resolve.

439
00:15:21.041 --> 00:15:23.958
It needs to be something that I'm having trouble

440
00:15:23.958 --> 00:15:25.750
with that is causing me slowdown

441
00:15:26.208 --> 00:15:29.000
because. There are a lot of

442
00:15:29.000 --> 00:15:31.750
people now that I think are are more -

443
00:15:33.250 --> 00:15:34.250
What's the right way to put this?

444
00:15:34.458 --> 00:15:37.958
I think are just trying to make money off plugins.

445
00:15:38.833 --> 00:15:40.208
And it's really easy to do that.

446
00:15:41.000 --> 00:15:42.416
I think it's really important to

447
00:15:42.416 --> 00:15:46.083
remember how very good resolve is

448
00:15:46.083 --> 00:15:49.125
a lot of color grading operations and only go

449
00:15:49.125 --> 00:15:51.083
outside the box if you really need to.

450
00:15:51.500 --> 00:15:52.916
A lot can be done with power

451
00:15:52.916 --> 00:15:56.416
grades and creating an entire DCTL tool

452
00:15:56.791 --> 00:15:58.166
is not always necessary.

453
00:15:58.583 --> 00:15:59.750
So before I go, it's I'm sorry,

454
00:15:59.750 --> 00:16:01.166
but I'm just because you're speaking

455
00:16:01.375 --> 00:16:03.875
from a place of integrity and, you know, it's not

456
00:16:03.875 --> 00:16:05.125
you know, you've got to make a living

457
00:16:05.250 --> 00:16:06.708
and you've got to make money off these things.

458
00:16:06.708 --> 00:16:08.666
But it's really lovely that you're doing that.

459
00:16:11.125 --> 00:16:13.750
It's I've always been that guy that it took me a

460
00:16:13.750 --> 00:16:16.625
really long time to to to sell things.

461
00:16:17.166 --> 00:16:18.416
Even if it's a great product.

462
00:16:18.708 --> 00:16:19.750
But like my split tone

463
00:16:19.750 --> 00:16:21.458
tool is there for convenience.

464
00:16:21.750 --> 00:16:23.208
You can do everything you can with

465
00:16:23.208 --> 00:16:24.750
our split tone tool in the curves.

466
00:16:25.625 --> 00:16:27.291
But not everybody wants to do that.

467
00:16:28.583 --> 00:16:29.416
To answer your question,

468
00:16:29.416 --> 00:16:30.791
what do we have coming next?

469
00:16:30.833 --> 00:16:31.333
Yeah, yeah, yeah.

470
00:16:31.333 --> 00:16:31.583
Yeah, yeah, yeah.

471
00:16:31.750 --> 00:16:33.166
Yeah, I'm looking at.

472
00:16:35.125 --> 00:16:38.791
Filmic contrast and some of the restrictions that

473
00:16:38.791 --> 00:16:41.250
we have with the current curves tool in resolve.

474
00:16:41.750 --> 00:16:43.500
It is an amazing tool, especially

475
00:16:43.500 --> 00:16:45.291
now that they've given us our Gigantor

476
00:16:45.458 --> 00:16:46.791
Mode back or gigantic curves

477
00:16:46.791 --> 00:16:48.458
where you can pop out the curves mode.

478
00:16:49.208 --> 00:16:51.291
But I want to make it faster for you

479
00:16:51.291 --> 00:16:55.375
to make nice, soft, precise curves.

480
00:16:55.375 --> 00:16:56.583
I want to make you so you can make

481
00:16:56.583 --> 00:16:59.291
a nice soft S curve with sliders.

482
00:16:59.875 --> 00:17:01.583
And I haven't quite figured

483
00:17:01.583 --> 00:17:02.958
out how I want to do that yet.

484
00:17:03.416 --> 00:17:05.708
But that's really my next goal is so that you can

485
00:17:05.708 --> 00:17:08.291
create those really nice soft film

486
00:17:08.291 --> 00:17:10.250
at contrast curves without having to

487
00:17:10.250 --> 00:17:12.041
be so fiddly with the built in curve.

488
00:17:12.041 --> 00:17:12.416
That's great.

489
00:17:13.375 --> 00:17:16.291
And with included with that, because obviously not

490
00:17:16.291 --> 00:17:17.666
everybody knows what a good

491
00:17:17.666 --> 00:17:19.000
contrast curve looks like.

492
00:17:19.291 --> 00:17:23.375
I'm going to try and include some pre built filmic

493
00:17:23.375 --> 00:17:25.500
contrast curves based off some scanned

494
00:17:25.500 --> 00:17:26.583
film emulations, which I

495
00:17:26.583 --> 00:17:28.041
think is a really important thing.

496
00:17:29.166 --> 00:17:29.916
That is cool.

497
00:17:31.708 --> 00:17:34.291
Yeah, I think it's really important that we always

498
00:17:34.291 --> 00:17:35.916
have a basis to go off of.

499
00:17:35.916 --> 00:17:38.125
It's really easy to just like take a tool and go,

500
00:17:38.333 --> 00:17:40.125
OK, I'm going to make it look really cool.

501
00:17:40.583 --> 00:17:43.833
But for me, I enjoy working off

502
00:17:43.833 --> 00:17:45.666
something that has come from something.

503
00:17:45.666 --> 00:17:49.375
So for me, yeah, I enjoy making a contrasty image.

504
00:17:49.375 --> 00:17:52.291
But for me, the interest of now, once I have more

505
00:17:52.291 --> 00:17:53.875
precise controls, that gives

506
00:17:53.875 --> 00:17:55.875
me the ability to match stuff.

507
00:17:56.916 --> 00:18:00.250
I have our timer's run out.

508
00:18:01.125 --> 00:18:04.041
You know, I'm thinking I made this bed.

509
00:18:04.250 --> 00:18:06.000
I made this 15 minute sand timer bed.

510
00:18:06.541 --> 00:18:08.041
And I wish I had a 20 minute

511
00:18:08.041 --> 00:18:10.083
sand timer because so quick.

512
00:18:10.083 --> 00:18:11.458
I've got all these questions for you.

513
00:18:11.458 --> 00:18:14.791
And and and I'm my own worst enemy because I keep

514
00:18:14.791 --> 00:18:15.833
interrupting you and asking

515
00:18:15.833 --> 00:18:17.125
you other things on top of it.

516
00:18:17.416 --> 00:18:19.791
But but listen, just quickly before

517
00:18:19.791 --> 00:18:22.333
you go, I want to get your take on AI.

518
00:18:23.208 --> 00:18:25.291
About, you know, everyone's talking about AI this,

519
00:18:25.291 --> 00:18:29.166
AI that and how you think it is going to how it is

520
00:18:29.166 --> 00:18:31.625
impacting us as colorist or how you think it's

521
00:18:31.625 --> 00:18:33.250
going to impact us as colorists.

522
00:18:35.458 --> 00:18:37.291
Absolutely, I certainly have been helping that

523
00:18:37.291 --> 00:18:39.291
timer rambling on and on.

524
00:18:39.291 --> 00:18:42.916
But I have a pretty strong opinion about AI, but

525
00:18:42.916 --> 00:18:45.208
it's not one that I think is very usual.

526
00:18:45.666 --> 00:18:48.916
I actually feel that AI is going to help us quite a

527
00:18:48.916 --> 00:18:51.541
bit in taking away a lot of those.

528
00:18:52.583 --> 00:18:54.750
Boring tasks that you don't really want to do.

529
00:18:54.958 --> 00:18:56.750
So for instance, the task that I talked about

530
00:18:56.750 --> 00:19:00.291
matching, we may be able to have AI help us do a

531
00:19:00.291 --> 00:19:01.875
match to a grayscale in the future

532
00:19:01.875 --> 00:19:06.166
or labeling clips or renaming stuff.

533
00:19:06.750 --> 00:19:09.916
Instead of being afraid of losing your job or

534
00:19:09.916 --> 00:19:13.083
having AI come in to replace you, reevaluate your

535
00:19:13.083 --> 00:19:15.041
job and say, what about my job

536
00:19:15.041 --> 00:19:17.750
do I hate doing or do I put on a podcast and listen

537
00:19:17.750 --> 00:19:20.083
to and just don't really pay attention to?

538
00:19:20.291 --> 00:19:23.625
And with that extra time, what could I do instead

539
00:19:23.625 --> 00:19:24.916
that I want to do or what

540
00:19:24.916 --> 00:19:26.416
could I learn to do instead?

541
00:19:26.916 --> 00:19:31.291
Because the fact is, a lot of our job is just busy

542
00:19:31.291 --> 00:19:34.916
work, prepping, transcoding,

543
00:19:35.375 --> 00:19:38.791
renaming, organizing, labeling, clip coloring.

544
00:19:39.291 --> 00:19:42.625
This stuff is perfect for AI and

545
00:19:42.625 --> 00:19:45.583
we can do so much more precise work.

546
00:19:46.541 --> 00:19:48.208
The fact is, we just don't give ourselves the

547
00:19:48.208 --> 00:19:49.583
opportunity to look and

548
00:19:49.583 --> 00:19:51.291
say, what could I do instead?

549
00:19:52.958 --> 00:19:55.458
So I feel that we shouldn't be afraid of AI just

550
00:19:55.458 --> 00:19:57.166
like every tool that's come before us.

551
00:19:57.583 --> 00:19:59.541
It's nowhere near the point where it's going to be

552
00:19:59.541 --> 00:20:01.166
getting rid of all of our jobs,

553
00:20:01.625 --> 00:20:03.083
but our jobs will be changing.

554
00:20:03.333 --> 00:20:05.208
And being open to that is the most important thing

555
00:20:05.208 --> 00:20:06.416
that I can recommend to people.

556
00:20:06.833 --> 00:20:09.625
Be open to your job changing and start to look at

557
00:20:09.625 --> 00:20:11.791
things that one, you enjoy

558
00:20:11.791 --> 00:20:14.000
doing and would like to do more of.

559
00:20:14.916 --> 00:20:17.250
Well, I'm I'm very glad that I'm not talking to an

560
00:20:17.250 --> 00:20:19.291
AI version of Jason Bowdach and

561
00:20:19.291 --> 00:20:20.708
that I'm talking to the real Jason Bowdach.

562
00:20:20.708 --> 00:20:23.916
Mate, thank you so darn much.

563
00:20:24.125 --> 00:20:27.500
That was good. And don't you dare say say anything

564
00:20:27.500 --> 00:20:29.791
about rambling because I could keep talking to you

565
00:20:29.791 --> 00:20:31.458
for so long about all of this.

566
00:20:31.458 --> 00:20:32.375
It's really, really cool and

567
00:20:32.375 --> 00:20:33.208
really, really interesting.

568
00:20:33.208 --> 00:20:34.583
And my hat goes off to you

569
00:20:34.583 --> 00:20:35.916
100 percent what you're doing.

570
00:20:38.500 --> 00:20:39.333
Well, thank you so much

571
00:20:39.333 --> 00:20:40.583
for having me on the podcast.

572
00:20:40.583 --> 00:20:41.625
It was truly a pleasure.

573
00:20:41.666 --> 00:20:43.750
And it went by way faster than I could have imagined.

574
00:20:44.041 --> 00:20:45.041
Thanks, mate. Cheers.

575
00:20:46.916 --> 00:20:48.708
Thank you so much. Have a good one.

576
00:20:49.750 --> 00:20:51.291
Jason, thank you so much for being

577
00:20:51.291 --> 00:20:53.041
my guest on the Color Timer podcast.

578
00:20:53.791 --> 00:20:56.791
That was amazing. It does go painfully fast, but

579
00:20:56.791 --> 00:20:58.166
that was it was really, really good.

580
00:20:59.791 --> 00:21:00.875
Thank you, everybody, for listening.

581
00:21:01.541 --> 00:21:03.291
Like, subscribe to all that kind of stuff, because

582
00:21:03.291 --> 00:21:04.750
it does actually really, really

583
00:21:04.750 --> 00:21:07.000
help and keep the comments coming.

584
00:21:07.000 --> 00:21:07.458
They're really cool.

585
00:21:08.791 --> 00:21:11.416
Thank you to my executive producer, MixingLight.com.

586
00:21:12.416 --> 00:21:14.000
If you're watching this on the Mixing Light

587
00:21:14.000 --> 00:21:15.500
website, you already know what they do.

588
00:21:15.500 --> 00:21:17.708
If you don't check them out, MixingLight.com,

589
00:21:17.708 --> 00:21:21.375
everything color and, anything else?

590
00:21:22.750 --> 00:21:25.791
No, that's it. See you on the next one. Bye.

591
00:21:26.625 --> 00:21:30.208
The Colour Timer, a micro podcast experience.