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Im really interested in buying the LUT pack for the OSMO Pocket 3. I know how to import and choose the LUT in Premiere Pro, but I still dont really understand the basic function of a LUT. For example, I have Pocket 3, DJI Mini 3 Pro, Insta360 X3 and DJI Action 2.
If I buy the LUT for the Pocket 3, are they then designed to just work for that exact sensor/color mode/f-stop etc etc, or could I use the same LUT and with the same great effect on footage shot with all my other cameras if I shot in corresponding D-log type of modes?
I see a lot of Youtubers selling a lot of different LUTs for different equipment, whats the difference?
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Hello there! And pleased to meet you in my wheelhouse! 😉
I work for/with/teach pro colorists on a subscription site, and have been around them for a decade now. I work in Resolve as well as Premiere, and am somewhat of an expert about Lumetri. So .... color, oh boy! Ha.
LUT BASICS
LUTs are useful but rather "stupid" tools. As colorists say, they're "the dumbest math out there" ... as they are essentially built as a look-up table. With a limited number of "points" to the changes they make. Such as 16, 32, 64. The more "points" the more subtlety they will provide, and a bit more accuracy. In between points, an app will basically 'scale' a straight line to the next set of points. More points more 'curvy' behavior possible, fewer points ... less.
Complex LUTs are called "3D", because they can have two tables ... and the math allows for a slight bit of sliding values of one based on values in the other. Resolve and Baselight do a lot better with those, Premiere often doesn't "recognize" those LUTs. So we're left with mostly the simpler "1D" LUTs.
Premiere only creates 16 point cube (specific LUT format) LUTs. Which is something many of us have long asked to be upped to include 32/33 and 64 point LUTs. And I've seen the 16 points called 17 points someplaces, 16 others ... why? dunno. Same with 32 and 33.
The other main process for "transform" work are algorithms, like the auto-tonemapping process in Premiere now. Algorthms are actually fully "live" mathematical calculations, with complex if-then/not-this sort of things. VASTLY superior to LUTs, so if possible, use the algorthms as the base not a LUT.
After using Premiere's new auto-log detect and auto-tonemapping options, to normalize a clip to say Rec.709/SDR, you then make your changes to get the best look for that clip possible ... just as you would have done with a LUT based normalization. Except the changes you make will of course be a little different, as the tonemapping and a LUT will not produce identical results. Trust the tonemapping though as the safest start for your pixels.
USING LUTS FOR ... ?
LUTs have three main uses:
While at first it looks fun to get a ton of "look" LUTs, well ... the reality is, most of them can do as much harm as good. Remember the "dumbest math out there" comment? Yea, as LUTs can easily cause crushed shadows, clipped whites, saturation issues ... and artifacts like blocking or banding.
Because LUTs ... while being based on rather simple lookup tables ... are built from specific clips of media. In other words, the camera was setup with a scene, a clip or two or three recorded, and color and tonal changes made in say Resolve or something, then a LUT exported 'holding' those changes.
Which are ... X becomes Y, Q becomes R, and on. In between "points", the app provides something of a scalar process to the pixels.
So IF ... your clip is exposed pretty close to the scene the LUT was built from, with similar scene contrast and lighting ... with similar camera exposure settings ... it all works ok.
BUT ... if anything is 'off' in camera settings or scene contrast of what you shot, then ... you may well get clipping, crushing, or otherwise botched pixels. NOT ... good.
So in application, "conversion" LUTs and Look LUTs both need to be applied where you can 'trim' the clip prior to the LUT ... as in Lumetri, this would be to use the Creative tab's Look slot (no matter whether it's a log-to-Rec.709 normalization or a Look LUT) ... and then you can use the Exposure, Contrast, Saturation, Highlight & Shadow controls of the Basic tab to shape the clip into what that LUT works best with.
AND YOU NEED TO HAVE THE SCOPES UP TO DO THIS PROPERLY!
Never trust the Mark I Eyeball ... only the Scopes! ... preferably the RGB Parade, Vectorscope, Waveform (I tend to YUV no chroma mostly) and sometimes a histogram). They tell you real data from the clip, no matter what the monitor 'shows' you.
With some practice working with Lumetri's tonal & color controls, you can watch the scopes to see what changes a LUT does to the image ... and recreate those changes without the LUTs, manually. Once you learn some of that, you can create a "Look" to taste manually far faster than sorting through 96 LUTs and testing them at various strengths.
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Many thanks for a really detailed answer! Im definitely not a colorist nor never wish to be, Im more a simple content creator that wants to have as good looking video as possible in my videos. But if I understand you answer correct, and considering im shooting with many different cameras and drone I guess I just continue to shoot in Auto mode (which is decent and just use the "Auto color correct" button in Premiere to get some boosts to the image.
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That can work to start.
But ... if you routinely work with the same set of cameras, establishing a more consistent pattern is worthwhile and not difficult.
For example, setting up a shot where each camera takes a turn on a tripod shooting a grey card and a color chip chart ... like the Xrite "passport video checker" ... can make things a ton easier to match.
For each camera, put a clip on a timeline. Do white balancing and also check for shadow neutral also, I can describe that stepwise later if needed. Pretty simple.
With the Waveform (YC no chroma) check the levels of the grey chips of your "A" cam. Change tonal controls if you want.
Go to the Curves tab, make a small mask to show only one chip at a time. Use the Hue v Hue to move each of the six color chips to the "line" for that hue. Do that for each Hue.
Then use the Hue v sat curve to setaceach chip to about halfway between the center and the outside box for that hue.
Put another camera's clip on the sequence. Do the WB and shadow cast corrections. Set the grey chips to match the first cam in the Waveform scHue.
Repeat the Curves tab process. You now have two clips that are pretty closely matched.
Save the Lumetri effect for each as a named preset for that camera. Whole process will take about 15 minutes the first time, half that a second time. And is actually pretty simple and straightforward.
Next project, simply drag/drop the appropriate Lumetri preset on all clips of that camera in the bin.
If the cams were white balanced for the shoot, then your clips are pretty close right off the bat. Very easy to do shotmatching, and the auto shotmatching will also work much cleaner.
I can easily give a more detailed step by step when and if you want it.
This one-time process will save you mega time and hassle down the road.
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