02 / 04 COLOR · A CLEAR START

Primaries.

Balance first. Character next.

Lift, Gamma, Gain and Offset: four different influences on one signal. Explore their ranges, neighboring controls and a practical primary grading sequence.

4 controls · 11 parameters · palette comparison

PRIMARY LAB / SDR
Rocket on a launch pad, used as the grading test frameAFTER / 320 × 180
Response curveIN →OUT ↑

Loading the frame…

Normalized browser RGB 0–1; not IRE, nits or a legal-range test.

Image controls
Frame and scopes share the same pixels.

Educational RGB model, not Resolve’s processing math. Control values are specific to this demo. No HDR, Log, color-management or output certification is simulated.

COLOR / 02 / DAVINCI RESOLVE 21

Explore here. Practice in Resolve.

On this page ↓
01

UNDERSTAND THE MECHANISM

What actually changes when you move a wheel.

Lift, Gamma and Gain are useful labels, not three sealed compartments in the image. Connect each control movement to an observable change in the signal.

01 / PRINCIPLE

Two different gestures: level and colour

The marker inside a wheel controls colour balance; the master control below it changes the level of that influence. Begin with separate tests: change only the master, restore it, then move only the colour marker. Moving several controls together makes the result harder to interpret.

A colour adjustment can also change perceived brightness, so do not judge a colour move solely by saturation. Look at a neutral object, detail and the channels. The aim is not a particular control value, but an identifiable change with understood side effects.

RememberTest one control at a time; combine them once each behaviour is understood.

02 / PRINCIPLE

A tonal range is not an object mask

Lift, Gamma and Gain have overlapping influences. Raising a face with Gamma can also affect a similarly bright wall; adjusting shadows can alter some midtones. That is not a node malfunction: a tonal correction does not identify faces or backgrounds.

Check the area you intended to change and at least one area you intended to preserve. After a Gamma adjustment, for instance, inspect both the face and a dark jacket. If one control helps one object while repeatedly harming another, consider isolation rather than endlessly compensating with the other wheels.

RememberAn “only this face” task generally needs isolation, not a stronger global adjustment.

03 / PRINCIPLE

Interpret the source before balancing it

A flat or excessively contrasty source may be interpreted incorrectly. Before primary grading, identify how the source reaches the working and output colour spaces. Do not compensate for a missing or repeated colour-space conversion with extreme Lift and Gain: those are different problems.

RAW decoding controls and Primaries Temperature/Tint should not be treated as the same processing stage. Keep decoding and colour management fixed while comparing wheels so that the experiment remains meaningful. Separate site guides cover RAW and colour management.

RememberChanging the technical baseline between comparisons prevents isolating one wheel’s contribution.

04 / PRINCIPLE

Judge contrast and saturation together; adjust them separately

Increasing contrast can make a picture appear more colourful before a separate colour adjustment. Do not automatically add Saturation just because the starting frame looked grey. Check the tonal shape first, then decide which colours really need more strength.

Treat Contrast and Pivot as related controls, but compare them one at a time. After adjusting Contrast, observe which areas became too dark or bright, then carefully explore Pivot. It is not an independent exposure replacement. If texture disappears, identify the stage that removed it before adding sharpness.

RememberCheck highlights, faces and shadows separately: attractive overall contrast does not guarantee each area is intact.

02

UNDERSTAND THE TOOL

Four influences. One frame.

The ranges overlap. Gamma is not the Log format; the HDR palette can also be used for SDR.

01Dark tones and the black point

Lift

Lift is most visible in the shadows. Use it to make blacks denser or raise dark areas, and use the color puck to remove an unwanted cast from the shadows. The tonal range is not a hard boundary — its influence overlaps into neighboring tones.

02Midtones and the main perceived brightness

Gamma

Gamma mainly works through the midtones — where faces and much of the useful image information often live. It is frequently the control that makes a shot feel brighter or darker without pushing the endpoints as aggressively as Lift or Gain.

03Highlights and the white point

Gain

Gain has the strongest influence on the brighter part of the image. It is useful for placing highlights and changing their color balance. If a channel is already clipped, simply lowering Gain cannot restore detail that is no longer there.

04A global shift across the whole image

Offset

Offset shifts the whole image, which is useful when the entire shot is globally too bright, too dark or has the same color bias. It is fast, but it moves shadows, midtones and highlights together, so the result should be checked against the scopes.

03

UNDERSTAND THE TOOL

The controls around the wheels.

Temp

Moves the shot warmer or cooler. A good first check when white balance is obviously off.

Tint

Moves balance along the green–magenta axis. Useful when temperature alone cannot neutralize the cast.

Contrast

Separates or compresses dark and bright tones. It is faster than trying to build all contrast only with the three primary wheels.

Pivot

Changes the point around which Contrast works. If contrast feels too harsh in shadows or highlights, Pivot helps redistribute it.

Mid/Detail

Enhances or softens local detail. It is not a simple sharpening control, and it is especially easy to overdo on faces.

Color Boost

Adds color more gently than global Saturation, especially in less saturated areas. Useful when the shot needs life without pushing already strong colors too far.

Shadows

An extra adjustment for the darker part of the image without rebuilding the entire Lift/Gamma/Gain balance.

Highlights

Lets you refine the bright part of the image when a global Gain change affects too much.

Saturation

Global saturation. For a primary grade, it usually makes more sense after exposure and white balance are already under control.

Hue

Globally rotates hues. It is rarely needed for a normal primary grade and is more often a special or creative adjustment.

Lum Mix

Controls how luminance participates in the primary YRGB adjustments. For routine grading, leaving the default value is usually the sensible starting point.

Top Primaries controls
Bottom Primaries controls
04

REASON THROUGH A CASE

Choose a first move instead of adjusting everything.

These are reasoning exercises, not presets. Adjustment amounts depend on source material, working space and creative intent.

01 / CASE

The whole shot feels dark, but its tonal relationship works

Should you immediately push Lift and Gain in opposite directions?

Check your reasoning

First investigate a more global level move and compare against the starting state. Opposing Lift and Gain movements also reshape tonal relationships and may solve the wrong problem. After any move, inspect both ends of the range.

02 / CASE

A neutral wall looks green, but the scene contains green light

Should you align the entire RGB Parade?

Check your reasoning

No: first identify an area that should genuinely look neutral under this lighting. Scene colour may be intentional. A global correction is appropriate for a global unwanted cast; mixed lighting often needs a local solution.

03 / CASE

Lowering Gain turned a white patch grey, but did not reveal detail

Does that mean the highlights have been recovered?

Check your reasoning

No. A lower value does not prove texture exists. Compare the source and individual stages: detail may be absent from the recording, lost in a conversion or compressed later. Bring the area into range and inspect whether information reappears within it, not merely whether the patch changes colour.

05

UNDERSTAND THE TOOL

From source to a balanced base.

  1. 01

    Check the source and scopes first

    Do not turn wheels blindly. First identify the problem: is the whole shot too dark, are only the shadows low, are highlights too bright, or is there a global color cast?

  2. 02

    Fix the obvious white-balance error

    If the whole shot is too cool, warm, green or magenta, try Temp and Tint first. It is cleaner than compensating a global cast with every wheel separately.

  3. 03

    Place brightness with Offset and the three wheels

    If the whole image needs the same shift, Offset is efficient. If the problem lives mainly in one tonal area, move to Lift, Gamma or Gain.

  4. 04

    Shape Contrast and Pivot

    Once brightness is placed, shape the image density with Contrast. Pivot helps decide where in the tonal range that contrast should feel strongest.

  5. 05

    Refine saturation only after that

    Saturation and Color Boost are easier to judge on a balanced image. If you add color too early, you can simply make a wrong balance more colourful.

  6. 06

    Compare before/after and re-check scopes

    Temporarily bypass the node, compare the result, then enable it again. Reset removes settings; it is not a substitute for non-destructive bypass. Recheck scopes and adjacent shots.

06

GUIDED PRACTICE

Exercise: learn the influence before building a grade.

Separate tool exploration from creative grading. First compare isolated moves on one frame, then build a small balanced correction.

PREPARATION

Choose a test clip with dark, midtone and bright areas and use a separate empty node. Save a starting Still. Keep the frame, colour management and scope scales fixed. The educational lab at the top of the page is also suitable for initial exploration.

  1. 01

    Explore Lift

    DO THIS

    Move only the Lift master slightly. Inspect the dark area and adjacent midtones; note where the change is strongest. Restore only this parameter.

    WHAT TO CHECK

    Check more than the black point: nearby tones can change as well.

  2. 02

    Compare Gamma and Gain

    DO THIS

    Repeat the isolated test with Gamma, restore it, then try Gain. Compare the same three areas each time; do not judge the second control on top of a strong first adjustment.

    WHAT TO CHECK

    Identify where the move helps and where it creates an unwanted side effect.

  3. 03

    Separate Offset from contrast changes

    DO THIS

    Make a small global Offset move and compare it with the earlier tests. Restore the baseline, then adjust Contrast separately.

    WHAT TO CHECK

    Compare a shift in overall signal position with changes in the relationship between dark and bright areas.

  4. 04

    Explore a colour move

    DO THIS

    From the baseline, move one wheel’s colour marker slightly. Watch a neutral area and the RGB channels, then restore the marker.

    WHAT TO CHECK

    Can you explain the change separately from adding Saturation? Were any unintended areas affected?

  5. 05

    Build a small base correction

    DO THIS

    Now combine only the moves you need. Compare with the starting Still, toggle the correction node and play the shot.

    WHAT TO CHECK

    Do not judge shadows, skin and highlights from a single overall impression. Each changed area should have an understandable reason.

Completion criterion

You have completed the exercise when you can distinguish overall level, tonal shape and colour shifts, name a side effect of one move and restore the starting point without erasing unrelated settings.

07

UNDERSTAND THE TOOL

Different ways to control the grade.

01RESOLVE / COLOR

Primaries · Color Wheels

The most visual Primaries layout. Color Wheels work well when you want to adjust luminance and color balance quickly across shadows, midtones, highlights and the whole image.

02RESOLVE / COLOR

Primaries · Color Bars

This is another way to control the same primary tonal regions: instead of a color wheel you see separate vertical channels. Bars are useful when precise numerical or per-channel movement matters more than dragging a color puck.

03RESOLVE / COLOR

Primaries · Log Wheels

Log Wheels split the image into narrower Shadow, Midtone and Highlights regions and provide separate Range controls. They are useful when Lift/Gamma/Gain affect too broad an area and you need more selective tonal work.

08

UNDERSTAND THE TOOL

When you need configurable zones.

01RESOLVE / COLOR

HDR Color Wheels: Dark, Shadow, Light and Global

Each zone has its own exposure and saturation controls, with additional tonal zones available across the palette. This provides finer tonal control without building a mask for every adjustment.

02RESOLVE / COLOR

HDR Zones: where one tonal zone transitions into another

The Zones view shows Black, Dark, Shadow, Light, Highlight and Specular, with editable range boundaries. That is the core of the HDR approach: tonal zones are explicit and configurable rather than treated as fixed abstractions.

09

UNDERSTAND THE TOOL

Primaries do not solve every task.

01RESOLVE / COLOR

Camera Raw

With RAW media, part of the primary preparation can happen at the decode stage: temperature, tint, exposure and other controls depend on the RAW format. This logically sits before the normal Primaries grade.

Explore the topic
02RESOLVE / COLOR

Color Match

Color Match uses a color chart for automatic matching. It can provide a starting point, but it does not replace a deliberate primary grade and a proper check of the result.

Explore the topic
03RESOLVE / COLOR

RGB Mixer

RGB Mixer changes how red, green and blue channels contribute to the output. It is a more specialized technical or creative tool, not a replacement for Lift/Gamma/Gain.

Explore the topic
04RESOLVE / COLOR

Motion Effects

Temporal NR, Spatial NR and Motion Blur deal with noise and motion. Noise reduction requires Studio. Their graph placement depends on the source and task; judge texture and artifacts during playback.

Explore the topic
REF

Technical logic of Primaries

What Lift, Gamma, Gain, Offset and the neighbouring Primaries actually change

Color Wheels look simple, but problems begin when they are treated as four hard-separated tonal zones. Lift, Gamma and Gain have overlapping tonal influence, Offset acts more globally, and Contrast/Pivot reshape the tonal distribution. A strong workflow therefore starts with the signal property that needs changing rather than with a favourite wheel.

Lift

lower tonal range

Gamma

midtones with soft overlap

Gain

upper tonal range

Offset

global signal offset

Primaries: purpose and limits

ControlWhat it changesGood useDo not expect
Liftblack level and darker range with overlap into midtonesset shadows and remove a low-end colour castperfect isolation of only the darkest pixels
Gammathe main midtone readabilityfaces, interiors, overall midtone balancea substitute for RAW exposure or precise local masking
Gainupper range and white pointhighlights, bright detail, high-end balancesafe recovery of already-clipped highlights
Offsetthe signal more globallyquickly raise/lower overall level or make a global chromatic moveselective correction of separate tonal zones
Contrast + Pivotdistance between shadows and highlights around the pivot pointshape overall tonal separation after base balancelocal contrast or texture recovery
Temp / Tintglobal primary colour balancecorrect an overall warm/cool or green/magenta castan exact substitute for RAW white balance after debayer
A deliberate working method
  1. 01

    1. Establish the technical base

    First make sure the footage is interpreted correctly: RAW, log, input transform and output transform should be understood before creative primary grading.

  2. 02

    2. Balance the shot globally

    Use Offset or Lift/Gamma/Gain for overall level and colour cast. Do not try to fix isolated skin or neon at this stage.

  3. 03

    3. Shape contrast

    Use Contrast/Pivot and gentle tonal moves to build readable separation without premature clipping. Check the Waveform, not only the Viewer.

  4. 04

    4. Saturation comes later

    After neutral balance it is easier to tell whether the shot really lacks saturation or whether the issue was white balance/contrast. This reduces muddy colour.

?

WHEN SOMETHING LOOKS WRONG

Trace the cause.

01Shadows became coloured and muddy

Possible cause. an overly strong chromatic Lift move or the whole balance is being forced through the wheels

What to check. check RGB Parade and move part of the correction to Offset/Temp-Tint or a local tool

02Highlights clip after Gain

Possible cause. Gain is being used as exposure without monitoring the top end

What to check. check Waveform and highlight detail; with RAW, inspect Camera Raw/Highlight Recovery first

03Skin looks artificial after saturation

Possible cause. global saturation has pushed already-saturated areas

What to check. fix balance first, then use ColorSlice/Curves/Qualifier for selective work

FROM READING TO DOING

One clip.
Three checks.

Use a copy of your project or a test clip. These small checks turn the article into a repeatable workflow.

Back to the Color index ↗
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FAQ

COMMON QUESTIONS

The details that matter.

What is the difference between Lift, Gamma, Gain and Offset in DaVinci Resolve?

Lift is strongest in the shadows and around the black point, Gamma works mainly through the midtones, Gain is strongest in highlights and around the white point, while Offset shifts the whole image. Lift, Gamma and Gain overlap rather than forming hard-separated zones.

Where should you start a primary grade with Color Wheels?

Check the source and scopes first, then remove an obvious color cast with Temp/Tint or the wheels, place brightness with Offset and Lift/Gamma/Gain, shape Contrast/Pivot, and only then refine Saturation or Color Boost.

Are Color Wheels and Color Bars different tools?

They are different interfaces for primary correction. Wheels are more intuitive for color-puck work, while Bars are better suited to per-channel and numerical adjustments. Use whichever representation makes the current task faster.

How are Log Wheels different from normal Color Wheels?

Log Wheels use narrower Shadow, Midtone and Highlights regions and provide Range controls. That gives you more selective tonal control when normal Lift/Gamma/Gain affect too much of the image.

When do HDR Wheels make sense?

HDR Wheels are useful when you need finer control over tonal zones such as Dark, Shadow, Light, Highlight and Specular. They fit especially well in HDR and scene-referred workflows, but a normal primary grade does not have to start there.

How is Color Boost different from Saturation?

Saturation changes the overall saturation of the frame. Color Boost is gentler and is useful when you want to lift muted colors without pushing already strong colors as aggressively.

Sources & version notes

Diagrams and interactives are teaching models, not replicas of Resolve’s interface or processing engine. Original screenshots are retained; layout depends on the version and workspace.

Blackmagic Design — The Colorist Guide to DaVinci Resolve 20 ↗Blackmagic Design — official DaVinci Resolve training ↗Blackmagic Design — Color ↗

Illustrations in the interactive labs are teaching models. Resolve screenshots retain their original site URLs. Studio availability and control layouts should be checked against your installed version.