ACES Workflow: Seamless Live-Action & CG Integration with DaVinci Resolve 19 & Nuke | Jijo Sengupta | Skillshare

Playback Speed


1.0x


  • 0.5x
  • 0.75x
  • 1x (Normal)
  • 1.25x
  • 1.5x
  • 1.75x
  • 2x

ACES Workflow: Seamless Live-Action & CG Integration with DaVinci Resolve 19 & Nuke

teacher avatar Jijo Sengupta, Be the Master of Space & Time

Watch this class and thousands more

Get unlimited access to every class
Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Watch this class and thousands more

Get unlimited access to every class
Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Lessons in This Class

    • 1.

      Introduction

      5:56

    • 2.

      Understanding Color Gamut and Gamma

      10:01

    • 3.

      Prepare Footage in Resolve & Export

      12:55

    • 4.

      Prepare CG file in Maya and Export

      3:41

    • 5.

      Nuke Settings in ACES and Importing from Resolve

      4:27

    • 6.

      CG & Live Action Composite with Export settings

      4:20

    • 7.

      Final Step: Import back into Resolve from Nuke

      4:11

    • 8.

      Thanks!

      0:48

  • --
  • Beginner level
  • Intermediate level
  • Advanced level
  • All levels

Community Generated

The level is determined by a majority opinion of students who have reviewed this class. The teacher's recommendation is shown until at least 5 student responses are collected.

138

Students

--

Project

About This Class

Title: Mastering ACES Workflow for VFX: Seamless Roundtrip Between DaVinci Resolve & Nuke

Class Overview: This advanced VFX class is a deep dive into using ACES (Academy Color Encoding System) color space to achieve flawless roundtrip workflows between DaVinci Resolve and Nuke. You’ll learn the science behind ACES color management, focusing on how to maintain color fidelity and consistency between live-action and CG elements for professional-grade delivery. By the end, you’ll have mastered the technical skills needed to integrate live-action and CG seamlessly, ensuring accurate color from start to finish.

What You Will Learn:

  • Understanding ACES Color Space: Learn the fundamentals of ACES and its importance in VFX pipelines.
  • Roundtrip Workflow Setup: Set up ACES color management across DaVinci Resolve and Nuke for smooth transitions and accurate color.
  • Color Space Conversions: Gain expertise in converting color spaces, ensuring consistent results across live-action and CG assets.
  • Maintaining Color Fidelity: Explore techniques to preserve color accuracy between software and during delivery.
  • Delivery Prep: Get your project ready for delivery with correct ACES settings for various formats and outputs.

Why You Should Take This Class: This class focuses on the technical science behind color workflows in VFX, essential for those working with live-action and CG integrations in a professional environment. With over 15 years of industry experience, I’ll provide practical insights into leveraging ACES color space for maintaining color integrity, an indispensable skill for high-quality visual effects production and efficient cross-software workflows.

Who This Class is For: This class is perfect for advanced VFX artists and colorists with experience in DaVinci Resolve and Nuke who want to optimize their ACES roundtrip workflow and ensure accurate, professional delivery.

Materials/Resources:

  • Software: DaVinci Resolve and Nuke (both with ACES capabilities)
  • Resources Provided: Sample footage and practice files to follow along with each lesson.

Meet Your Teacher

Teacher Profile Image

Jijo Sengupta

Be the Master of Space & Time

Teacher

Hi, I'm Jijo and my journey in filmmaking has been driven by passion, dedication, and innovation. From Bollywood to Hollywood, I've always believed in the power of dreams and the relentless pursuit of excellence. With a BS in New Media and Interactive Technologies and an MFA in Films and Animation from the Rochester Institute of Technology, I've carved a niche for myself in the competitive realm of cinema, earning over two dozen awards across various film festivals and even receiving a nomination at Cannes 2024.

I see filmmaking as a magical blend of storytelling, technology, and emotion. My mission is to make the knowledge and practical aspects of filmmaking accessible to a wider audience. This belief has fueled my career and entrepreneurial ventures.

See full profile

Level: Advanced

Class Ratings

Expectations Met?
    Exceeded!
  • 0%
  • Yes
  • 0%
  • Somewhat
  • 0%
  • Not really
  • 0%

Why Join Skillshare?

Take award-winning Skillshare Original Classes

Each class has short lessons, hands-on projects

Your membership supports Skillshare teachers

Learn From Anywhere

Take classes on the go with the Skillshare app. Stream or download to watch on the plane, the subway, or wherever you learn best.

Transcripts

1. Introduction: Hey, guys. Welcome to the ASIS tutorial. My name is Gijo Sengupta, and I am your instructor today. A little bit about my background. I am a huge, huge film nerd. I dabble from pre production to editing to production to cinematography to being a colorist, to VFX, to CG, I dabble in everything. I have a bachelor's and a master's degree in films and animations with a specialization in VFX and CG production. And I just love everything about film. I can talk about film day in, day out, night in, night out. And I have expertise in every single one of these films because literally I have gone and studied each and everything out of my own way because of my pure and sheer love for the art. Some of the works that I've done is mostly directing, editing, coloring in short films, music videos, and also a huge web series, which is now on prime video, and I'm super humbled and super blessed to have had over two dozen awards and nominations, including Cs of 2024, and it being recognized by some of the beautiful judges across the world means so much, and that's what keeps me thriving. And just the sheer art of doing it and telling my story is just it's an adrenaline rush always. And in my entire career, there are things which I have learned. There are things which do not get learned in film school. There are things which are not available on the Internet. And one thing which is not available is this tutorial, this class because ASIS stands for the Academy color encoding. So ACIS is a color space which is used during VFX productions so that all of the cameras can be in a common color space. Basically, if you have a Sony camera, an AR camera, a black magic camera, all of them have various color spaces. ACIS the Academy color encoding color space is a huge gamut and what it does is it streamlines processes regardless of what camera use so that the color space is seamless across all cameras, and it is a linear color space, which is standard in VFX. Now, we know this in theory, but there aren't really places where you can go to understand how to actually use it. In this class, I will dive a little bit deep into what ACS is and how exactly to use it. We will be talking about how the entire round trip works. So the industry standard software are many. We're going to be talking about diventiRsolve in this and for compositing and CG, we're going to be talking about and Maya. These are the three main industry standard softwares that are there, and I will show you how to do a complete round trip in ACS. So we will start off with DewciRsolve where we will have our footage from a camera and I will show you guys how to take that footage into your compositing software, which is Nuk with the right settings in the right color space transform. And then I will also show you how you can export your CG elements from Maya once we export those CG elements, how to bring them into Nuk with the right settings, I will show you a basic composite in Nuke. I will also show you the settings of Nuke of how exactly apply it so that the color accuracy is there across all three different softwares, which is Maya, Nuke, and DaVinci Resolve because color space accuracy is super important. Basically, what I'm going to be doing is I'm going to be removing the guesswork. Everything is going to be scientific, it's going to be one plus one is equal to two. After that, how to bring the footage back from Nuke back to Dewenti Resve and the settings over there and getting Deventire Resolve as you're finishing software to send it to your clients to OTT platforms for your final film submission, whatever have you. So this entire round trip between DeventiResv Nuk Maya and how to go about it. Proper step by step is what this class is going to be about. And this works across all softwares, but DaventiRsolve is very, very intuitive, very, very UI friendly. Nuke is a little bit daunting, so the settings are hidden in certain places. So I will be walking and hand holding you through that. The resources, every single thing I'm going to be providing, I'll be providing a CG file, which is a Maya file. I'll be providing a DeVinciRsolve project, and I'll be providing a Nuk script. So you can follow along and see how it works. Again, this is applicable to all cameras. It doesn't matter what camera you use. Again, it's because we're working in ACS. So get ready. Buckle up. We get a cup of coffee, and let's dive right in into the ACIS round trip. Again, keep in mind, I am not really going to be talking about the creative aspect and color matching in the compositing. I'm going to be talking more about how to work between softwares using the ACIS color space, right. So keep that in mind. This class is not for people who want to learn how to composite. This class is for people who want to use ACS and just do not know how to do the settings between two softwares and how the software handshake each other. That is what I'm going to be talking about. This is not a beginner friendly class. It requires a certain amount of knowledge. I would say this is intermediate to expert level class. You will have to understand what color space means, you will have to understand what the transform means, and you will have to have a fair idea of how to move around and a basic idea of how to move around between the softwares and obviously you should have the license as well. And that's pretty much it. So let's dive right in, and you can always post comments, hit me up on Instagram, and we'll see how it goes. See you guys there in the next lesson. 2. Understanding Color Gamut and Gamma: Alright, so before we get into the nitty gritty of the softwares, let's chat about what ASIS actually stands for. So basically, it stands for the academy color encoding system. It is basically a color management pipeline that is used for the entire VFX industry from live action to CG. So when you want CG to be kind of um, super imposed on live action, and the live action has been shot on different cameras. ASIS basically helps streamline that process. So I have a bunch of notes that I have kind of gathered out throughout my entire life, and I'm going to be talking about each point and as to how ASIS actually helps in such a situation. So it is very important to understand how the entire science works. So ASIS kind of handles two things. It handles the color gameut and it handles the gamma. So first, let's talk about game as you can see on the screen right now, this is called a CIE chart. So this is basically the range or border of color space. So this gamet or this color is what the humans can see. These are all the colors that we with our eyes can see at this current point of time. Obviously, we haven't evolved yet, but yeah, the difference between the human eye and the camera is cameras don't see the entire color. They see only a part of it. And a common term that you might have heard is SRGB or you might have heard as Rec 709. These are the things that the camera sees. As you can see in the triangle specified, this is the range that is only visible by the camera. Now, displays such as your TV usually depends on the brand. They usually show Rec 709. Most theaters, if you go to movies such as IMAX and stuff, they show DCIP three or sometimes even Rec 2020. As you can see, the triangle of DCIP three and Rec 2020 is much more, there are more colors that you can actually see. But again, not the entire color gamut of what the human eye can see. So the bigger the triangle means the more colors are visible. On the camera or either on screen. So sometimes, you know, TV, basically, the salespeople at Best Buy or Video sales or like at Chroma, they tell you, like, Oh, my God, guys, listen, you have HDR content. So true HDR is actually you need a certain amount of luminance on your screen to actually achieve that true HDR, the true triangle of that color gamut. So it has to be at least 1,000 candela/meter square. So that candela per meter square is equal to nits. So 1,000 nits is the minimum luminance that is required to actually show pure HDR. Most TVs, most computers only show Rec 709. You can see the difference between the two gamets that I'm showing on the screen right now, one triangle is rec 709, and the real true HDR is Rec 2020 or DCI P three. So do not get scammed guys when people tell you, like, Hey, this is HDR, right? Again, nits is the measure of luminance. Right now, with smartphone these days, I have the 16 Pmax. This camera shoots. I mean, the display is 1,000 nts. So this can actually show me through HDR, but sometimes TVs cannot, so be aware. So now, where is ASIS in all of this? So let's zoom into the gamet. So ASIS is the triangle that takes everything, basically the entire gameut of human vision. So that is what ACIS is. See how powerful that. Is the biggest, if not, one of the biggest game color spaces that is available to us. So basically, the reason why we use ACS is because it can take all different color spaces from all different cameras, whether it is your iPhone, whether it is a red camera, RE camera, Sony DSLR, cannon DSLR, it can take all of these color spaces. So that is what Gamet means. Moving on to the second area, which is called a Gamma. So Gamma basically is a value. It talks about brightness. So let's use a different chart over here. So you can see over here we have a simple X and a Y axis. So the X axis is basically the input luminance. The Y axis is the output luminance. So over here, and if we draw straight line, that equation would be Y is equal to X. So now the Gamma is basically the exponent of the input. So if you can see the exponent, which is the G of the input. Now the Gamma, when G is equal to one, means the graph will be a straight line. This, my friend is called a linear transfer function. All right? This is what linear color space means. So basically, if you look at it, if the input value is 0.5 or one, the output value will also be 0.5 or one. So the input is equal to the output. So this Gamma transfer function is what this entire concept is. Now, I'm getting to why it is important in Aces. Now, when it is non linear, we see let's take this example. If the Gamma function, which is G is equal to 0.5, then we see the curvature of the graph is like this. So basically what this means is this is non linear gamma. So now, for example, if the input is 0.5 on the X axis, that means the output is probably around six or seven, so it is not really linear. If you take the other example, if G is equal to 1.5, you can see the curvature goes downwards and then upwards. So this is also non linear. So the input is not really exactly matching the output. So it is non linear. Now, if you take a look at the real world, the real world operates on the light waves that we see around us operates on a linear way. So if you switch on two bulbs, two bulbs, input two bulbs, there's output two bulbs. And that most three D softwares like Maya blender, Cinema four D, all of them work in a linear color space. So if you turn on two lights in a in a CG software, two lights get turned on. Everything works linear. However, the human eye, what we see is we perceive non linear. Let me show an example with the same graph. If you take this graph and you draw a non linear graph like this. Now imagine you're in a room which is completely dark. If it is completely dark and now you switch on one bulb, let's say the bulb's value is 0.2, if you look, the output would be much more brighter than the input. So if you're in a dark room and you turn on the candle, you see a huge difference in the dark room, correct? Now, if you turn on the same bulb in a daylight, taking the graph into consideration, which is it's already bright and you turn on a bulb, you don't see much of a difference. So humans perceive light non linearly. So eyes are more sensitive to brightness in the darker, darker shades. Now, why is these graphs important? I'll tell the way cameras do is cameras have two ways of showcasing showcasing color space. Gamma, basically. One is display referred and one is scene referred. So display referent is mostly takes in less amount of light. As you can see in the graph, the amount of light is pretty much less. And same thing in scene referred, it captures more light and it captures more light, so more information is available, which is either you shoot raw or, like, you know, ARI raw, red raw, black magic raw. This has too much information, which is why on the shadows and the highlights, everything is there. So that is why in raw, you kind of see like a flat image is because of the fact there's so much information, it flattens everything out. But the information stays inside because it's a raw format. Same thing goes with log. If you see the log has a special Gamma transfer function, the graph goes way up and then it kind of goes down. So basically what this is is it gives in more value, but obviously Raw has more light information than log. So now what ACS does is regardless of whether it is display referred or it is scene referred or whatever color space, it takes everything and it converts it into linear color space. So now linear color space. Now, if your footage is now in linear color space, and your CG is in linear color space, then you can put them together and then apply that Gamma correction later on after both of them are composited. So that is what we will be teaching you, what I will be teaching you inside the software. In theory, we all know this. There are bunch of information and articles which is there online. But what I'm going to teach you is how to take your footages, which is not linear by default. It has a Gamma curve. We will convert that into linear, which will match our CG software, which is also linear. We take that, composite it in the linear format. Then we bring it back to our editing software. In this case, DeVinciRsolve, and then we add that Gamma curve, and then we can send it out to our clients, send it out to our Netflix, Hulu, Amazon Prime, whatever you want. That process between DaVinci Resolve, Nuke, and Maya, that round trip is what I will show you and the settings in each and every single one of those softwares. All right. Let's get started or keep your software open. We will be working on three different types of footages. We'll see one with an iPhone see one with a Black Magic raw footage, and we will see one with a logarithmic, which is a S log two shot from a Sony camera. So we'll see these three types of footages and we'll see how to convert them into ACS and how ACS is super helpful in CG and live action compositing. Let's get started. 3. Prepare Footage in Resolve & Export: Step number one is we got a DaVinci Resolve. We prep every single footage that we have to send to our VFX team, A? So I'm going to show you exactly how to prepare three different types of footages, one from Black Magic Raw, one from Sony Slove three, and one in iPhone footage. And this is how the VFX team will expect files from the editor, or if you're the VFX person, this is how you should expect the files to receive. So to over here, you can see first clip over here. We have this is Black Magic aw. Second one we have is Sony Slog three. The third one, we have an iPhone 16 Pro Max footage. All right. So step number one, what we do is first, we go to the color page. All right. So in the color page, if you see Black Magic aw, the difference between raw log and regular iPhone footage is this. If you have raw, you have access to all of these parameters, which is right here. The decode quality decode using project, if you take a look at the Sony, the options, none of these are even available for you. Same thing with iPhone, none of these are available for you. So only with Black Magic raw, if it is raw, only then it is available for you. So this is what we're going to be doing. Firstly, we're going to convert this entire footage into the ACS pipeline. So usually what people do is they go to the settings and you can see in the color management, they usually go over here and do ACS. I personally do not do that because I work with different cameras. So making an entire timeline on ACS doesn't make sense. I'm more of a clip by clip person, so I have more control over each clip. I keep it regular default settings as to what it is. Here, take a look at it. All right. And now let's go to Black Magic. Now first thing that we do is we take the decode quality. Instead, we use project settings that keep that as normal. Then we go to the project and we change that to clip. Then the color sign, what we do is we make it Gen five, which is okay because it's usually shot in black magic pocket cinema cameras six K, and then we take the white balance, which is as short, which is okay. I'm good with the white balance. I clicked on it as I did it properly. Then we go here, we choose ASAP one and the Gamma we choose linear. So as you can see, your footage is completely, completely broken. So reason why is this is how linear color space looks. So you would be thankful to your eyes that you can see Gamma. You can see non linear because this is how the linear thing looks. So now, your footage is officially in the ACIS pipeline. You have to do an ACIS transform right from here. You take this, you drag it here. And you're choosing your ACS version, which is 1.3, your output transform, you do Rec 709. Now your footage looks normal. Now we can add a couple of nodes beforehand and we can do a grade. What we will call this, we'll label this, we'll call it *** ODT, over here, let's do a simple white balance, and over here we do, let's say, your look. In white balance, let me go to my colors. Go to my colors. Everything a little bit too red. Let's cool it down a little bit. Et's cool it down. Do not forget to save. And if you want, you can always go to the raw over here, and you can kind of change the white balance as well. So instead of me doing it here, let me just delete this. Let me just change the white balance here. Let's do custom, and let's change it to School it down a little bit, yeah. So we'll do maybe 3,000. So make it, so balance it out maybe. Not 2000, maybe 3,000. Alright, perfect. And now we do a look. So over here, let's see, we add some we add a bluish look. Let's take the mid tones, raise it a little bit more higher, see the highlights, make it more higher. Make it more higher. Let's take, uh take the look. Let's add another node over here. Let's do a quick primary balance. Let's lift it up a little bit, take the gamma up, take the lift down, add a little bit contrast, take the highlights up, stretch it out a little bit. You see, because of Aces you have so much room to play with. Let me just bring the gamma down, stretching out the waveforms, if you see. There you go. We do that, we'll just call this sorry, we'll just call this primary balance. And in the look, we go to the log, and let's say we add just give it a blue tinge, let's say, then maybe we could add, let's say, another contrast. 1.1. Now, contrast. Now this is basically, let's say this is my look that I have. This is my grade. I just did a rough thing. This is my grade, and this is my Aces output device transform. Now you are ready to send your footage to your VFX artist. Now the way to do that is what you need to do is you need to turn off every single grade. Including this, this. So now, your entire clip is in ACS. Now what you need to do is you need to render it out. The way we render it out is we need to render it out in a EXR format. All right? Let's browse here. Let's choose Four VFX from DR. Let's make a new folder. We'll call it Braw. Be raw, select the folder. We'll do a endpoint. We'll do a outpoint. We'll do outpoint over here. Now EXR, we'll call it B raw and add to render Q and you render. So now we're done with our Bro. Now. Now what I can do is since it looks so nasty, let me just turn these back on. All right. So again, because of this, you're able to see the Rex 709, which is what your TV, your computer, your phone would look good. Otherwise, if you do not do this, everything is going to be in linear space, which is like this, so it will not look good. All right. Moving on to the next footage. Now, this is a Sony S loc three camera. It was shot over there. We need to make sure that it is in ASIS first. So for that, what we do is we have a ACIS transform. So over here, since there's footage no setting for raw, we have to manually put ACIS input device transform this time. All right. So what we do we label this as ACIS IDT over here, we put ACs ODT. Basically, every single thing inside between these two nodes is what ACS is going to be. Over here, let's click here and what we'll do is the input transform. I know I was shooting this at a a log a Game three sine. Make sure you know where what camera and your color space and your gamma is and look at that. Immediately, this is now in completely linear space. This is how it looks linear. Now, the ODT, same thing I do other ACIS transform, and I add Rec 709. And look at that because of that, now it's completely into Rec 709. Now, I have a grade already which is made. So what I'm going to be doing is I'll just add this over here. All right, so I added the grade here. So basically what I did in the primaries, I basically kind of did a little bit lift gam again. And in the look, I kind of did the same and I created this look of ACs. So we have this is our final look and as IDT As ODT all right. This is what we have here. And now now we got to send this for VFX. So the way to do that simple. This time we turn this one off, this one off, and this one off, so complete linear, and we go to the deliver page. We add a input and right here, output. I and on point. We'll call it S log three. Same thing, we will make a new folder called S log three. Select folder, and XR RGB half, add to render Q and render. Let me just wait. There you go. Your Sony is done. Same thing with your iPhone footage. Let me go back to color. Let me turn these on again. So now you can see the footage is normal. Now we go to iPhone. What I will do is, I'll just copy this entire grade here. But obviously, it's not correct because this one, the input device transform is not correct. So what we do is we take the input transform. And I know it was at rec 2020 HLG because the iPhone 16 Bromax is able to shoot at true HDR, so I just do that. Look at that it's already fixed. Maybe I'll take the primaries a bit. I'll lift it up and take this down, maybe increase the gamma a little bit more. Like that. Take the look maybe and adjust the grade, maybe make the mid tones over here a little bit more magenta, take the highlights, make it more magenta, just as a different look, and we take an opposite and put this over here as green. So green and magenta. This is our look now guys. So now what we do, same thing. We keep it in linear. We turn off these two grades, turn off the ODT, This is complete pure linear space. We go to our deliver page. We set the point, go over there. Set the outpoint. Same thing. We call it iPhone. So that's t three. We do iPhone. So that, sir, RGB half, and render. So that is how we have how you export and how you prep your footages in DaVinci Resolve for VFX. So basically, ideally, you should have three different folders, which is Bra which is your EXR sequence. Then we have your iPhone, which is also an EXR sequence and SLG three, which is also which is also an EXR sequence. So this is how you prep your footage in DivingiRsolve, and send it for VFX. 4. Prepare CG file in Maya and Export: Alright, so now that we have exported everything from our live action footage, what we're going to be doing is we're going to look at Maya, and we're gonna show how and what are the settings for that and what are the settings that is needed to export from Maya so that we can composite a Nuke. Keep in mind, going to be doing the CG and live action composite only on this particular um, footage right here, right? So in this footage right here is what I'm going to be doing the CG and live action composite. Basically what we're going to do is we're going to take a computer old computer, I'm going to place it right here on this table. I showed you this clip and disc clip just to make you understand that you can work in ACS with any camera, any phone as long as you know the color space and the um gamma of the camera. That's the only thing you need. Otherwise you can work in ACs across all platforms, exactly the same. All right, so we're going to take this one into consideration. And what we'll do is we'll open Maya. So over here, I have this computer setup with, like, a plane which is ready to capture the thing. I have a camera set up as well. So if we take a look over here, I have a camera, which is a render cam, which is set up over here. I have lights set up, um, I have lights setup ready already. I have one, uh, sky dome light. I have a LED shape, I have an LED shape here and I have an area light. I have basically replicated the entire lights of the entire office space, and also I have an HDR, which is, uh, right here, which you can put in your test as well, which is called office environment dot HDR. Again, I'm not getting into how to do all of this. The main thing is the settings. What I did is I added settings and I added AOVs. I added RGBA, a Z pass, diffuse direct, diffuse indirect, emission, shadow difference, specular direct and specular indirect. These are the AOVs that I have added, and they will be in a multi layer EXR. So once you're done with your scene, once you're happy with your scene, have it here. All I need to do is render it out with the AOVs, and the way you do that is you go to rendering here. You choose render, render sequence. You choose your location. I have already rendered it, so I'm not going to render it. And for you guys, I've already provided the rendered sequence for you guys. You will find it in this folder exactly. Let me show you in CG, you will find the master layer right here, the master layer. You'll find that and you'll also find the ambient inclusion. Again, I am not in this lesson, I'm not teaching how to do all of the CG passes. But this is more of like, hey, if you get CG stuff, this is something that you expect. You would want somebody to give you a multi layer EXR from the CG software. It could be Maya, Unreal Engine, blender, cinema fody, whatever, have you, all right? That is what you need. And now what we're going to be doing is we're going to go on Nuke. We're going to take the live action. We're going to take, um the CG I'm going to combine it together, and then we'll see how it works. All right? 5. Nuke Settings in ACES and Importing from Resolve: Alright, so what we do now is basically we before we get into Nuke what we need to do, exporting the grade. So obviously, what I did over here is just a simple grade. But obviously your colorists, your color grading person, your color correction person has done a whole lot of work, so you need to do justice to that. So over here, what you do is you turn off the oddity for each of your clip. So you have this one turned off, and in this one, you turn off the IDT, you turn off the oddity. You take the third one, you turn off the IDT, you turn off the oddity. So what you want to do is you want to export only the t, which includes the color correction and the color grade. So what you do is you click on the clip, you go generate ut, 65 point cube. I've already done that, so I'm not doing it. Same thing over here. You select that. Generate ut, 65 point cube. Same thing you click here. Generate Lut, 65 point cube. All right? That is what you do. And then after you export the Lutz, you can just turn these back on so they are visible again. All right. So now, what you do is you open. All right, so once you're Nuke, what we did. Now the reason why we turned off the oddity in Denture resolve and exported the grade is because we're going to be doing the Oddity in Nuke. So it is purely focused on the grade so that we can match the CG with the live action. So what I'm going to do first before I get into the CG, I'm just going to show you how the colors are exactly the same between DeventiRsolve and Nuke. So before we get anywhere, you go to project settings by clicking S, go to color, go to OCIO and then from OCI Config, you click ACs, ACS 1.2. Now your entire pipeline is in ACS then you click SRGB, you do the ODT to Rec 709. Now what we do is we take each um clip which we took a Bra, we took the iPhone, and we took the Slov three. We drag them, so we have all three of them over here. Now you see they're automatically converted to Rec 709, It's because the Oddity, we just did that Odity on Uk. Now what we're going to do is going to go here, tab, we're going to choose a vector field. Vector field basically allows us to add a t. So we click here. We choose the ut which we exported. You'll find it on the ut folder. So this is SLC three. Boom. Look at that. Same thing. We do a vector field from the iPhone, choose that. And choose the iPhone, boom. That's done. Same thing here. Vector field, go to the folder. Give it a second. Choose the B rot, boom. Now, if you take this one, for example, and you look at that exactly same. Same thing if you look on the iPhone. Exactly the same. Zero difference. And same thing if you look at the Sony. Let's look here. Exactly the same. You have done a proper, proper conversion in Nuk well, in Nuk as well, where you're taking the grade, you're taking the ACS pipeline and you're converting that into a linear workspace. And now you are ready to start grading your CG and your live action compositing together, which we look at the next lesson. 6. CG & Live Action Composite with Export settings: Alright, so now, what we're going to be doing is we're going to be importing the CG files. So same thing. You take the EXR, take the master layer that you've rendered from your CG software. You just drag and drop here, drag and drop here. So I have one master layer, which is the computer, and I have another one, which is the ambient Eclusion. So I have both of these. And once you import them, basically now is you take the live action footage and you grade them together. So I've already done a grade. I'm going to delete this, and I'm going to go right here. So I already if you take a look, I've already taken care and I have done it. So I did a previous render over here, and we see like we have a footage which is and I was going to view that. I've already done a grade, which is already there, and basically what I'm doing is I'm just going to be merging it together with this. What I've done is I've done the entire grading and the CG compositing, what I've done is I've taken out diffused direct, indirect, the specular, the specular indirect. I've taken the emission as well, the emission from the screen. I've taken that, I've taken the shadow. I've taken different types of lights, which is the LED. Outside, the greens, the top lights, and I've merged them, composited and grade them. I've taken the AO and blended it over here. As you can see, I've taken the tech passes as well. I've added a little depth of field over here and I've merged it with the final footage, which is that. Then I have, graded and finished the entire thing over here. Now, what you need to do is as simple as this, you need to go over here, you need to do a write node. Write node. You basically take your file, you name whatever you want. Let's say I choose, let's say, test dot EXR. And you save that. Sorry. My bad. You do a right write node. You choose the file, and then let's say you do maybe not AO, but we choose actually, let's choose another folder. We do Nuke, file renders from Nuke. So we do this one, but instead of here, we just choose Version five, let's say. Version five, save it, and then you do EXR options, you do 16 bit as good. Falta XR, color space, let it be as it is. It's a linear color space. A says, you've already set that up and I'll just take a look at the settings. I just did that EXR, 16 bit half. Again, space, leave it as it is. Default, we leave it because we've already done the IDT and the ODT and Nuk beforehand. You leave it as it is, and as soon as you're done, all you need to do is you hit render.'s go RGPA actually. Choose that save right here, you hit render. And then since this is a still image, we don't need to worry about a sequence. So this is pretty easy. And once you render it out, then you are all ready to go back to Diving resolve, and I'm going to show you the next lesson how we can take the final steps and get it together. Now, over here, obviously, one thing which is super important is I did not pay attention much to this grading, these grades, these color corrections. This is something that as a VFX artist, whatever CG stuff you need to do, you need to make sure it matches with the grade that the color sends you. So keep that in mind. This is not a tutorial on how to composite and how to match. This is more of a tutorial on the round trip of ***. I'm just reiterating that once again. In the next lesson, we will take this EXR, the P wrote from Nuke, and we will open DaVinci Resolve and put that on the timeline and it's ready without any loss of quality, so it's ready to do the final render of the movie or whatever you want. 7. Final Step: Import back into Resolve from Nuke: A, guys, so keep in mind, whenever you write or render from Nuke, make sure you only and only export the CG. I forgot to mention that in the previous lesson, but make sure the write node is only from the CG, the final pipeline, make sure it's only from the CG. Do not include the footage as then you'll be double rendering it. It's because you want to preserve the highest quality of your footage that you have shot. So re rendering it even though if it's EXR, there will be a slight loss in quality. So only render the CG with Alpha channel so that it has transparency, right? So now, let's open DWG Resolve again back and let's do it again. Now, this is the render that is directly from Nuke. Can find it over here, the final render from Nuke. You can find the file. I have not if you do not have rendered it, I already provided this file with you. You can just drag and drop it in your timeline. So now if you see this is the computer that is rendered from Nuke after grading, compositing, whatever, have you. Now all you have to do is you need to drag and drop it on your timeline. So before I do that, this is how it's going to be, yeah. So take a look at this. This is how it's going to be. We drag and drop, and we make sure it is literally on top. So right here. So now, as you can see, immediately, if you see, the computer is not correct. Why is that? It is because CG is linear color space. That's why it looks linear. You need to add a Gamma to it so that it looks in the right color space, which in this case, we're working on is Rec 709. The way to do this is you don't do a color space transform. Since we know it is CG, since we know it is from Nuk, we exported seen linear EXRs. All you do is you click on the EXR or your EXR sequence, and you go down to your ut, you go over here to VFX input. Or output, I do linear to Rec 709. As soon as you do that, take a look. Now it is properly, properly balanced. Now, obviously, this grading and this color matching, the luminance matching is not correct because we haven't paid attention. But over here in your NUC, this is where you should have matched it with the grade. But now this ends the round trip of the entire ACS workflow. To summarize, we learned that we start from the color page, we do all the grading and everything that is required. Add an ACS input device transform, ACIS output device transform. We export it as an EXR to Nuk. We make sure NUC Nuke settings are proper. It is through OCIO. And When you put the files of the footage, live action footages onto resolve, you make sure you add the lot as well from the colorist. So the colorist needs to make sure it sends you the lot file without the IDTs and the ODTs, and then you apply that lot. Take the CG, composite, grade it together, grade it properly so that it matches so that the name of the game is realism, right? So make it look realistic. After that, you export only the CG, go back to the timeline, and when the editor will know what to do if your editor is experienced. That ends the overall round trip. If you have any questions at all, this is a very complicated process, and I don't think this streamline process has ever been defined on the Internet yet, at least if you know someplace that is defined, push that link, push that article through my side. But, I hope this really helps you guys to streamline your VFX process and streamline your ACIS pipeline. So you can shoot from any camera and still get proper color accurate VFX footage from CG. All right? Thank you. 8. Thanks!: Alright, so that ends the class for the ACS round trip. Hope you guys got something great out of this. Such a thing honestly does not exist. This is my personal way of doing it. And it was through trial and error in my entire career. And I'm sure it helped you guys. And if you have any questions, please post on the discussions, DME on Instagram, email me. And again, ASIS is industry standard of how to work. It is an industry secret. It is not really shared by much. This does not exist anywhere, at least for DivintiaRsolve and Nuke, the round trip, proper round trip. And also Maya. So I hope you guys had fun, and you guys go back, got a lot of insight as to how Hollywood people work. Thank you.