Color Adjustments

All color adjustments can be enabled or disabled at once by using the checkbox in the panel header.

Temperature and Tint

Increasing or decreasing the Temperature control moves the colors towards a warmer or cooler hue by adjusting the red and blue channels of each pixel. Tint manages the amount of green in the green channel. Both controls are pre-transform.

The Perceptual slider allows you to blend between simply multiplying the RGB values or using Blender’s chromatic adaption formula for the white balance. The latter is generally nicer for most cases but becomes less stable at very low temperatures

Saturation

Increases or decreases saturation. The controls below Color Boost only shape a saturation change, so they are greyed out while Saturation is 1 and Color Boost is 0.

Color Boost raises the saturation of less saturated areas and leaves fully saturated colors alone, which makes the image more colorful overall without blowing out its strongest colors. It works on its own or together with Saturation, multiplying with it, and follows the same Perceptual and Linear Blend settings. It judges how saturated each color is after Saturation has been applied, so colors the slider has already made vivid get less of the boost. Negative values mute the least saturated areas first.

Perceptual chooses how a boost is paid for. At 0, saturation works more like film: the more saturated a color becomes, the deeper it gets. Strong colors gain density while skin, pastels, and soft edges keep their brightness, so a blurred edge never turns into a dark outline. Nothing clips. Hues lean toward the nearest primary the way they do on film, so blue light turns a deeper blue and skin warms toward red. At 1, saturation uses the OKLab color model, which keeps the perceived brightness and hue of each color. Where the display can’t show a color that saturated at that brightness, such as bright blue light, the color gets less of the boost instead of clipping or darkening. Values in between blend the two. Lowering saturation keeps brightness at any Perceptual value.

Linear Blend moves the adjustment before the view transform. At 0 it is applied post-transform, after AgX or your chosen View Transform. At 1 it is applied pre-transform, in linear space, where the transform rolls saturation off in the highlights the same way it does for everything else. The transform also renders saturated colors lighter or darker than a grey of the same brightness, so desaturating pre-transform can shift values too, usually darkening blues and lightening reds.

Density

Deepens colors that are already saturated. It boosts their saturation the same way Saturation does at a Perceptual value of 0, so hues lean toward the nearest primary and darkens them without clipping. Its Value Mask determines whether the effect is applied to just the bright areas or just the dark areas.

Color Balance

Offset, Power, and Slope can be adjusted for safe, pre-transform color correction while Lift, Gamma, and Gain can be adjusted for more intuitive but less safe post-transform corrections.

Per Hue Adjustments

Hue, Saturation, and Value can also be adjusted per hue, post-transform. Each hue control is evenly spaced around the color wheel except for Orange, which has been added for convenience.

The Perceptual slider allows you to use the LAB color model for shifting hue and saturation, which should result in more pleasing and expected results than when using HSV. Range adjusts how similar colors need to be to the target hue in order to be affected, and Smoothing adjusts how smooth that falloff is.

The Saturation Mask and Value Mask sliders allow you to target saturated or unsaturated areas and bright or dark areas to be really specific about which shade of the color you are adjusting.

Split Tone

Split Tone tints and adjusts the saturation of shadows, midtones, and highlights separately. Factor, also in the header when closed, scales the effect. Negative factor values swap shadows and highlights. The default colors cool the shadows and warm the highlights.

  • Linear Blend is whether the effect happens before or after the view transform.
  • Perceptual is whether saturation adjustments use a subtractive or perceptual method.
  • Midpoint controls the pivot, from middle gray at 0 to the image average at 1.
  • Mix allows you to color using any blend mode.
  • Saturation adjusts that range’s saturation.
  • Range expands which values are included in the adjustment.

Tone Mapping

The properties in the Tone Mapping panel give more control over the colors that result from the chosen View Transform.

Fix Clipping softly clamps the value and saturation of pixels to 1 and brings out-of-gamut colors back into range. While this won’t help the look of extreme clipping, it can help salvage shots that have been pushed just a little too far.

Mix Transform mixes the hue and saturation of another view transform into the image while keeping the brightness and soft highlight rolloff of AgX or your chosen View Transform. It lists the transforms available for your display. Standard keeps the hues of your textures, which makes AgX work like the PBR Neutral transform but with more control and dynamic range. However, transitions between saturated colors may look worse. There is a good reason AgX shifts hues! Filmic is a safer choice for bringing back vibrant colors.

Hue and Saturation set how much of each to mix in. They usually look best at the same value, but are separate controls for greater flexibility.

Areas that are too bright in Blender have their hue set to 0, so mixing saturation back into them can turn them red. Highlight Cutoff prevents this by fading the mix out before that sRGB value. A low Spread keeps the mixed colors all the way up to the cutoff, while a higher Spread gives a smoother transition at the cost of some hue shifting.


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