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This node adds more "saturation" controls.
This node works in the Y'UV "colorspace" an inaccurate terminology which actually defines that the node works under another color encoding, or what is also understood as a color model.
When changing a work mode node, the color space does not really change (if you work in Rec.709, this node will not modify the working gamut for example).
It has inhibited the influence on the Y channel (Channel 1), thus restricting its action on chromaticity, expressed by the UV components.
For correct operation, the Lum Mix parameter must be set to zero.
The user can modify Gain as ordinary saturation control but also can edit Gamma to alter the values of low saturation with greater influence.
To keep the most saturated values unchanged, it is necessary to increase Gamma and lower Gain in the proper proportion.
This node can then be controlled by a Color Surface.
Link to the node here.
This nodal is useful for removing chromatic aberrations at high frequencies. This optical problem is usual to find around overexposure zones, where white seems to be surrounded by a purple border.
This border can also be seen in other colors, and the nodal will serve for any of the colors caused by the aberration, adding more points in the curve Hue vs. Sat.
Freq Div
This node has the parameter Blur> Radius edited, with which the spatial frequency that the chromatic aberration has is divided. The higher the value, the smaller the edge size where the next node will operate.
Fringing
This node has the Hue vs. Sat curve edited and with the magenta color with Sat 0.2 in such a way that by default it desaturates the characteristic color resulting from the chromatic aberration.
In some cases, the border color can also be yellow, and to attenuate it, add a point of yellow in the same curve and decrease saturation.
The blocked nodes keeps only the bypassing. Thanks to that the user can disable the Fringing node and the node tree does not lose its neutral action.
Link to .drx here.
This nodal is useful to be able to boost the contrast only in the low spatial frequencies.
In this way, you can up the contrast without crisping the details of textures, located at a higher spatial frequency.
(uncontrast)
This node can optionally be used to reduce the contrast slightly before performing the contrast at low frequencies. By default it is unedited.
Freq Div
This node has the parameter Blur> Radius edited, with split the low frequency where the contrast will be processed separately. The higher the value, the larger the frequency to be masked.
Contrast
In this node, the Contrast must be increased, which will affect only the lower frequencies. Note that in this way the contrast will increase without tweaking the detail or textures that are not included in the mask defined in the previous node. Additionally, you can experiment with Pivot and also with MD (midtone detail) to edit details of the textures without modifying general contrast or high frequency detail.
Link to the .drx here