ACES 2.0
The latest Academy Color Encoding System release: a scene-referred, wide gamut pipeline that keeps color consistent across cameras, vendors, and time.
#64 color and finishing terms, defined plainly. Know the lingo before you turn over.
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The latest Academy Color Encoding System release: a scene-referred, wide gamut pipeline that keeps color consistent across cameras, vendors, and time.
#The number of bits per channel (10-bit, 12-bit). It sets how many tonal steps are available and directly affects banding and smoothness.
#The HDR television baseline. Specifies Rec.2020 primaries plus either PQ or HLG transfer curves.
#A compression scheme (4:4:4, 4:2:2, 4:2:0) that reduces color resolution relative to luma to save bandwidth, at a cost to edge sharpness and color fidelity.
#The x,y values that locate a color on a 2D gamut diagram. They define primaries and white points.
#The range of colors a standard or display can reproduce. Rec.709 is modest, P3 wider, BT.2020 very broad.
#The red, green, and blue chromaticities that anchor a gamut. Change the primaries and every color in the set shifts.
#The function that maps input luminance to output, shaping image contrast. Often an S-curve that deepens shadows and lifts highlights.
#Grading in the display color space. A preview of the final output, with less flexibility for further creative changes.
#The ratio between the darkest and brightest values a camera or display can reproduce. More range, more latitude.
#Electro-Optical (display) and Opto-Electronic (camera) Transfer Functions: the math that links code values to light.
#Translating colors from one gamut to another (BT.2020 to Rec.709) while keeping hue, saturation, and lightness as close as possible.
#A broadcast friendly HDR curve that stays viewable on SDR sets. One of the two curves in BT.2100.
#Maps camera native values into a shared working space. See also ODT.
#A high dynamic range, scene-referred log space created by Josh Pines. Holds 18+ stops and keeps mid gray at code value 400 in 10-bit.
#A non-linear encoding that compresses highlights and lifts shadows, so more scene detail fits in limited code values and survives the grade.
#A fixed table that remaps input values to output values. Handy, but less flexible than a full grade.
#A unit of luminance (1 nit = 1 cd/m²). HDR displays often target 1000+ nits, SDR around 100.
#Converts the scene-referred image into the exact signal a display expects: SDR Rec.709, HDR PQ, and so on.
#ST 2084. An HDR EOTF modeled on human brightness perception. Used in HDR10 and Dolby Vision.
#The foundational SDR standard (ITU-R BT.709): Rec.709 primaries, D65 white point, and gamma 2.4 for HD broadcast and post.
#Working in real world light values before any display shaping. Maximum creative headroom.
#Fitting high dynamic range data into a display’s limited range while balancing highlight and shadow detail.
#The reference white (D65, D60) that tone mapping and display transforms pivot around.
#Adjusting image contrast for room brightness so the picture looks right in any environment.
#Images seen in bright surroundings appear higher in contrast than the same images seen in the dark.
#Hue appears to shift as luminance changes, most visible under monochromatic light.
#Human vision balances to the light source. Color pipelines account for it to keep images neutral.
#Highly saturated colors look brighter than less saturated ones of equal luminance. A key factor in HDR grading.
#Apparent contrast rises with absolute brightness.
#How light and dark elements interact to guide the eye and build mood.
#Matching exposure, color, and contrast across shots before creative work begins.
#A frame accurate comparison between the reference cut and the conformed timeline, to make sure nothing drifted.
#Rebuilding the locked edit with the original high resolution media to prepare for grading.
#Color managed viewing copies made during production, so editorial sees something close to the final look.
#The on-set specialist for exposure, color, media backups, and monitor setup. Protects the digital negative from set to post.
#The first grade across the timeline: balance and broad creative strokes.
#An edit version prepared for color, with tracks condensed and effects simplified.
#Timecode, clip names, lens data, and other embedded information essential for conform and finishing.
#Offline: the low resolution proxy edit. Online: the full quality media used for finishing.
#When the team gets attached to the temp color in the offline cut, even when it’s technically wrong.
#Quick balanced passes for dailies. Not final, but ready for editorial.
#A unique ID for each camera roll or media bin. Crucial for a clean conform.
#Real-time, color-managed viewing of on-set or dailies footage from anywhere, so off-site collaborators can give notes immediately.
#Untouched camera originals that dailies are made from.
#Timeline interchange files that carry edit decisions between software.
#Subtle skin and feature cleanup the audience never notices.
#A look that simulates skipping the bleach step in film processing: lower saturation, higher contrast, metallic highlights.
#Film grain, halation, or lens style diffusion added for an analog feel.
#Building the overall visual style (palette, contrast, texture, mood) so the image supports the story and the director’s intent.
#Volumetric grain where each color channel moves independently, for a truly filmic texture.
#Isolating and shifting specific color ranges (making reds more magenta, for example) while leaving the rest alone.
#Paint-outs and cleanups done inside the grading toolset to avoid heavier VFX.
#Different hues in the shadows and highlights, often warm against cool, for mood and separation.
#Shaping the surface character of the image, from ultra clean to gritty, with grain, sharpening, and softening.
#Darkening or lightening the frame edges to pull the eye inward.
#Secure long term storage of project assets beyond the standard 40-day window.
#The finished assets each outlet requires: ProRes files, DCPs, IMFs, subtitles, captions, thumbnails, and more.
#The standard format for theatrical playback: JPEG 2000 picture, WAV audio, and XML metadata.
#A stack of individual frames (DPX, EXR, TIFF) for maximum quality and resilience.
#A studio grade packaging format for streaming and broadcast, built from tracks and metadata.
#Preparing the final, spec compliant master files for each release.
#A technical and visual inspection for glitches, sync errors, color shifts, and spec violations before delivery.
#A calibrated display that meets strict accuracy specs. The final authority on color decisions.
#The latest Academy Color Encoding System release: a scene-referred, wide gamut pipeline that keeps color consistent across cameras, vendors, and time.
#Adjusting image contrast for room brightness so the picture looks right in any environment.
#Secure long term storage of project assets beyond the standard 40-day window.
#Matching exposure, color, and contrast across shots before creative work begins.
#Images seen in bright surroundings appear higher in contrast than the same images seen in the dark.
#Subtle skin and feature cleanup the audience never notices.
#Hue appears to shift as luminance changes, most visible under monochromatic light.
#The number of bits per channel (10-bit, 12-bit). It sets how many tonal steps are available and directly affects banding and smoothness.
#A look that simulates skipping the bleach step in film processing: lower saturation, higher contrast, metallic highlights.
#The HDR television baseline. Specifies Rec.2020 primaries plus either PQ or HLG transfer curves.
#A compression scheme (4:4:4, 4:2:2, 4:2:0) that reduces color resolution relative to luma to save bandwidth, at a cost to edge sharpness and color fidelity.
#Human vision balances to the light source. Color pipelines account for it to keep images neutral.
#The x,y values that locate a color on a 2D gamut diagram. They define primaries and white points.
#The range of colors a standard or display can reproduce. Rec.709 is modest, P3 wider, BT.2020 very broad.
#The red, green, and blue chromaticities that anchor a gamut. Change the primaries and every color in the set shifts.
#A frame accurate comparison between the reference cut and the conformed timeline, to make sure nothing drifted.
#Rebuilding the locked edit with the original high resolution media to prepare for grading.
#The function that maps input luminance to output, shaping image contrast. Often an S-curve that deepens shadows and lifts highlights.
#Color managed viewing copies made during production, so editorial sees something close to the final look.
#The standard format for theatrical playback: JPEG 2000 picture, WAV audio, and XML metadata.
#The finished assets each outlet requires: ProRes files, DCPs, IMFs, subtitles, captions, thumbnails, and more.
#Grading in the display color space. A preview of the final output, with less flexibility for further creative changes.
#The on-set specialist for exposure, color, media backups, and monitor setup. Protects the digital negative from set to post.
#The ratio between the darkest and brightest values a camera or display can reproduce. More range, more latitude.
#Electro-Optical (display) and Opto-Electronic (camera) Transfer Functions: the math that links code values to light.
#The first grade across the timeline: balance and broad creative strokes.
#Translating colors from one gamut to another (BT.2020 to Rec.709) while keeping hue, saturation, and lightness as close as possible.
#An edit version prepared for color, with tracks condensed and effects simplified.
#Film grain, halation, or lens style diffusion added for an analog feel.
#Maps camera native values into a shared working space. See also ODT.
#A stack of individual frames (DPX, EXR, TIFF) for maximum quality and resilience.
#A studio grade packaging format for streaming and broadcast, built from tracks and metadata.
#A high dynamic range, scene-referred log space created by Josh Pines. Holds 18+ stops and keeps mid gray at code value 400 in 10-bit.
#A non-linear encoding that compresses highlights and lifts shadows, so more scene detail fits in limited code values and survives the grade.
#Building the overall visual style (palette, contrast, texture, mood) so the image supports the story and the director’s intent.
#A fixed table that remaps input values to output values. Handy, but less flexible than a full grade.
#A unit of luminance (1 nit = 1 cd/m²). HDR displays often target 1000+ nits, SDR around 100.
#Converts the scene-referred image into the exact signal a display expects: SDR Rec.709, HDR PQ, and so on.
#Offline: the low resolution proxy edit. Online: the full quality media used for finishing.
#When the team gets attached to the temp color in the offline cut, even when it’s technically wrong.
#Quick balanced passes for dailies. Not final, but ready for editorial.
#ST 2084. An HDR EOTF modeled on human brightness perception. Used in HDR10 and Dolby Vision.
#A technical and visual inspection for glitches, sync errors, color shifts, and spec violations before delivery.
#The foundational SDR standard (ITU-R BT.709): Rec.709 primaries, D65 white point, and gamma 2.4 for HD broadcast and post.
#A unique ID for each camera roll or media bin. Crucial for a clean conform.
#A calibrated display that meets strict accuracy specs. The final authority on color decisions.
#Real-time, color-managed viewing of on-set or dailies footage from anywhere, so off-site collaborators can give notes immediately.
#Volumetric grain where each color channel moves independently, for a truly filmic texture.
#Untouched camera originals that dailies are made from.
#Working in real world light values before any display shaping. Maximum creative headroom.
#Isolating and shifting specific color ranges (making reds more magenta, for example) while leaving the rest alone.
#Paint-outs and cleanups done inside the grading toolset to avoid heavier VFX.
#Different hues in the shadows and highlights, often warm against cool, for mood and separation.
#Apparent contrast rises with absolute brightness.
#Shaping the surface character of the image, from ultra clean to gritty, with grain, sharpening, and softening.
#How light and dark elements interact to guide the eye and build mood.
#Fitting high dynamic range data into a display’s limited range while balancing highlight and shadow detail.
#Darkening or lightening the frame edges to pull the eye inward.
#The reference white (D65, D60) that tone mapping and display transforms pivot around.
#Timeline interchange files that carry edit decisions between software.
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