About Secondary Colour Grading
 
 
 

In Lustre, you perform secondary colour grading on shots. With secondary colour grading, you isolate and then colour grade colour ranges and objects in your shots. Secondaries are defined by a combination of keys and geometries—keys to isolate colours and geometries to isolate objects or areas in the image. To colour grade an object that moves through time, you can animate the associated geometry using trackers.

NoteTrackers are used for precise secondary animation; however, when a tracker is not required, keyframes are predominantly used to animate secondaries.

Secondary colour grading is done in the middle of the colour grading process—after the first modifications you make to RGB and Hue curves and before applying Sparks. In Log mode, you can modify brightness, contrast, and hue. In Linear mode, you can modify lift, gain, gamma, and hue.

NoteIf you create effects for your image using Sparks, they are processed after secondary colour grading. See Creating Lustre Sparks Effects.

You can create and colour grade up to 48 unique secondary layers for each shot. However, you can toggle the secondary layers on and off and view the results in the Player. You can save key presets, geometry presets, and degrain presets. You can also import garbage mask setups, tracker data, and stabilizer data from other Autodesk products.

Secondaries are included in the processing pipeline. With the Geom button activated, you can use the colour grading controls in the Grading menu to perform secondary colour grading to the area defined by the key and geometry.

TipGPU acceleration makes faster playback available for certain secondary grading features. See GPU Acceleration.
NoteThe histogram, waveform, and vectorscope monitors do not dynamically update when GPU acceleration is enabled. They retain the colour distribution of the image prior to GPU acceleration being enabled. See Viewing Colour Distribution.