Cinematic Color & LUT Pipeline
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Cinematic Color &
LUT Pipeline

Octane · Redshift · UE5 · DaVinci Resolve
Octane
Redshift
Unreal 5
DaVinci Resolve
Watch out
Pro tip
01
Renderer
Tone curve OFF
Linear EXR out
No creative color
02
Resolve
ACES transform
Creative grade
Film emulation
03
Deliver
rec.709 / H.264
or rec.2020 HDR
baked LUT option
The core idea is simple: your renderer captures physically accurate light information in linear color space — like a RAW file from a camera. Applying a tone curve inside the renderer permanently bakes creative decisions into the image before you’ve even touched it in post. Instead, export that linear data untouched as EXR, and let DaVinci Resolve handle all the creative color work.
Ron’s workflow: Tone curve disabled in all renderers. Everything exports as linear EXR. ACES color space in Resolve (Linear-ACES_HD project). The ACES Transform node converts linear to display — that’s the only "tone mapping" in the pipeline. Everything after is creative: contrast, Film Look Creator, Dehancer 35mm grain, custom vignette and chromatic aberration.
Think of it like shooting LOG on a cinema camera. You’d never shoot with a baked-in look. Same principle — keep the data clean, grade it properly.
1
Octane — Imager Node
Disable Response Curve in the Imager
The Octane Imager controls all post-render tone and color operations. This is where you kill the tone curve.
ResponseLinear (no curve)
Gamma1.0
Exposure1.0
Highlight Compression0 (off)
Vignetting0 (off — do in Resolve)
White Balance6500 K neutral, or match scene
Your Octane viewport will look flat and washed out — that’s correct. You’re looking at linear light data. The grade happens in Resolve.
2
Octane — Render Output
Export EXR with full dynamic range
FormatOpenEXR (.exr)
Bit depth32-bit float (or 16-bit half for speed)
CompressionPIZ or ZIP
Color spaceLinear sRGB
Render passesBeauty + optional AOVs
32-bit float preserves every stop of dynamic range. 16-bit half is fine for most work and renders faster — only go 32-bit if you need extreme highlight recovery in Resolve.
1
Redshift — Render Settings
Set Tone Mapping to None / Linear
In Redshift Render Settings under the "Globals" or "Post FX" tab, disable the tone mapping operator entirely.
Tone MappingNone (Linear)
Photographic Exposuredisabled
Gamma Correction1.0 (linear)
Vignetteoff
Bloom / Glareoff (do in Resolve)
2
Redshift — Output
Export EXR sequence
FormatOpenEXR (.exr)
Bit depth16-bit half or 32-bit float
Color spaceLinear / ACEScg if using ACES pipeline
Multi-layer EXRoptional — combine passes in one file
Redshift can output ACEScg directly if your project uses ACES. This matches Ron’s Linear-ACES_HD Resolve project perfectly — no color space conversion node needed on import.
1
UE5 — Post Process Volume
Disable the tone curve in Post Process
UE5 applies ACES tone mapping by default. You need to turn this off so you get linear output from Movie Render Queue.
Tone Curve Amount0.0 (fully disabled)
Expand Gamut0.0
Blue Correction0.0
Scene Color Tintwhite (1,1,1)
Auto Exposuredisabled (use Manual)
With tone curve at 0, UE5’s viewport will look overexposed and blown out in bright areas — that’s normal. You’re seeing untonemapped linear HDR values. Trust the EXR output, not the viewport.
2
UE5 — Movie Render Queue
Render EXR via Movie Render Queue
Output formatEXR Sequence
Bit depth16-bit (half float)
CompressionPIZ
Disable tone curve✓ confirm in Post Process settings
Anti-aliasingTemporal AA or Path Tracer samples
Output resolutionmatch delivery spec (1920×1080 / 3840×2160)
Use the High Resolution screenshot or Spatial Sample Count in MRQ for clean anti-aliasing on still frames. For animation, Temporal AA with 8–32 samples gives good results without the render time of path tracing.
1
Resolve — Project Settings
Set up ACES color managed project
Color scienceDaVinci YRGB Color Managed
Color spaceLinear · ACES (ACEScg)
GammaLinear
Timeline color spaceDaVinci Wide Gamut
Output color spacerec.709 gamma 2.4 (web/SDR delivery)
Ron’s project: Linear-ACES_HD — working in ACES color space with linear gamma input. This is why the Curves panel shows a straight diagonal line: Resolve is receiving linear light, not a log or gamma-encoded signal.
2
Resolve — Media Import
Import EXR sequence
Drag your EXR folder into the Media Pool. Resolve will auto-detect the sequence. Set the input color space to match your renderer’s output.
Input color spaceLinear / ACEScg
Input gammaLinear
Frame rate24fps (cinematic) · 30fps for motion graphics
Decode qualitySource — use original EXR data
This is the actual node structure from the screenshot above. Two parallel chains feed into a final output: the primary correction chain on top, and the creative/film chain on the bottom.
Ron's DaVinci Resolve node graph 01 Source to 02 ACES to 03 LUT to 04 Color Correct to 05 Contrast — then Contrast feeds down to 06 Vignette, continuing 07 Chromatic to 08 Glow to 09 Film Look / Dehancer (interchangeable, or both). 01 SOURCE 02 ACES TRA... 03 LUT 04 COLOR CO... 05 CONTRAST 06 VIGNETTE 07 CHROMAT... 08 GLOW 09 · FILM LOOK / DEHANCER Film Look Creator interchangeable · or both Resolve / ACES Creative Film / Plugin Selected node RGB out Key out
Primary Chain (top row)
01 · Source
02 · ACES Transform
03 · Contrast
04 · Color Correct
05 · Vignette
Creative / Film Chain (bottom row)
06 · Glow
07 · Chromatic Aberration
09 · Film Look Creator / Dehancer
NodeTypePurposeKey Settings
01 · SourceInputRaw linear EXR from rendererNo adjustments — pure linear signal in
02 · ACES TransformCST NodeConverts linear to display — this is the tone mapInput: ACEScg linear → Output: rec.709 or display
03 · ContrastCorrectorGlobal contrast lift post-ACESContrast 1.25 · Pivot 0.435
04 · Color CorrectCorrectorPrimary hue/sat/luma correctionsPer-shot adjustments
05 · VignetteCustomLens-style radial darkeningSoft oval, subtle — not a hard circle
06 · GlowFXBloom / halation on highlightsLow intensity — cinematic light bleed
07 · Chromatic AberrationCustom / FXRGB fringe toward frame edgesVery subtle — lens character, not distortion
09 · Film Look / DehancerPlugin / FXFilm emulation — interchangeable, or stack bothFilm Look Creator for tone character · Dehancer for grain + halation · Ron uses both
Ron’s approach: Dehancer handles all film grain — not Resolve’s built-in grain. The 35mm emulations in Dehancer include authentic grain structure, halation, and color response that’s far more convincing than any synthetic grain node. Film Look Creator in Resolve adds the tone/color character, Dehancer adds the physical texture.
Dehancer stock35mm (varies per scene)
Film Look Blend1.0
Color Blend1.0
Effects Blend1.0
Core LookCinematic
Contrast1.250
Highlights0.350
Fade0.285
White Balance6500 K
Subtractive Sat1.200
Richness1.000
The Fade at 0.285 is key — it lifts the blacks slightly, giving that analogue film look where true black is never truly black. Combined with the Highlights rolloff it creates the characteristic compressed dynamic range of 35mm print.
LUTs let you bake a Resolve grade into a single file you can apply in other apps — or use as a viewport preview in your renderer so what you see while lighting roughly matches your final grade.
Use CaseLUT TypeHow to Export from ResolveApply In
Viewport preview33-point .cubeColor menu → Generate LUT → 33ptOctane Imager / RS Post FX / UE5 Post Process
Delivery bake65-point .cubeDeliver page → LUT export in render settingsApplied to finished render for client preview
Show LUT.cube or .3dlExport base grade without shot-specific correctionsApplied across entire project for consistent look
Cross-app consistency33-point .cubeExport from Resolve, apply in Octane/RS to match gradeLighting decisions match final grade during production
A LUT baked from your Resolve grade will only look correct if the input color space matches. If your renderer outputs linear and your LUT was built on linear input — it’ll match. If there’s a mismatch, you’ll get a color shift. Always document what color space the LUT expects.
Web / Social
H.264 / H.265
rec.709 · gamma 2.4 · 8-bit · high bitrate
Client Preview
ProRes 422
rec.709 · 10-bit · smaller than 4444
Archive / Master
ProRes 4444
Full color + alpha · 12-bit · lossless quality
HDR Delivery
H.265 HDR10
rec.2020 · PQ gamma · 10-bit
Frame Sequence
EXR / TIFF
32-bit EXR for VFX handoff · TIFF for print
Render EXR bit depth
16-bit half
Best speed/quality balance · use 32-bit only for extreme recovery
Timeline FPS
24 fps
24fps = cinematic standard · 30fps for motion graphics / broadcast only
Resolve output gamma
2.4
rec.709 gamma 2.4 for SDR · ST.2084 PQ for HDR