Resolve FX · ColorTone Diffuser · Resolve 20.1+

ColorTone Diffuser

A light-based diffusion look built around a virtual diffusion filter, coloured Tone Lights, tonal protection, centre-weighted falloff and integrated image compensation.

Diffusion
spatial light scatter
Tone Lights
RGB bias + intensity
LUT mode
3D LUT Compatible

What the effect is modelling

A diffusion filter lit from its perimeter — not a generic soft-focus preset

Blackmagic describes ColorTone Diffuser as a virtual diffusion filter surrounded by a rectangle of user-controlled coloured lights. Their light scatters from the diffusion elements in the glass. That model explains why the plug-in combines spatial diffusion, RGB Tone Lights, a centre-weighted falloff and compensation controls in one effect.

Diffusion

Softens and spreads bright information into neighbouring image areas.

Tone Lights

Adds a content-dependent coloured-light bias, especially visible in darker regions.

Falloff

Weights the effect toward the centre to mimic the physical light distribution around the filter.

Compensation

Exposure, Contrast and Saturation let you normalise the low-contrast result without an extra node when desired.

Every control group

The panel makes more sense when you separate signal, diffusion, tone lights and compensation

Starting point and LUT mode

Presets · 3D LUT Compatible

Presets provide ready-made starting points, while Clean Slate leaves the effect neutral for building a look manually. 3D LUT Compatible puts the plug-in into a mode where Resolve disables controls that cannot be represented in a 3D LUT. That distinction matters: a LUT can remap input RGB values, but it cannot encode spatial diffusion/blur or a position-dependent falloff mask.

  • Clean Slate — no change, a base for Custom
  • Subtle / Low Contrast / Strong Start / Teal Soft and others are starting looks, not separate algorithms
  • In LUT mode, judge only the controls that remain available
Colour Space Overrides

Input Color Space · Input Gamma

By default, Use timeline takes the colour space and gamma from the project's Colour Management settings. If the node receives a signal after a CST, DCTL or another manual transform, the plug-in input may no longer match the timeline state — in that case set Input Colour Space and Input Gamma explicitly. These fields describe the signal; they are not look controls.

  • Colour Space = primaries/gamut context
  • Gamma = transfer/encoding context
  • Use timeline is safe only when the real node input matches the timeline state
Diffusion

Resolution · Diffusion · Amount · Radius

Resolution simulates the slight loss of resolution as light passes through the filter. The Diffusion switch enables spatial spreading of bright areas into neighbouring parts of the frame; Amount controls strength and Radius controls the size of the spreading region. This is not simply a full-frame Gaussian Blur: the goal is to add the character of optical light scatter around bright information.

  • Resolution — overall softening/resolution-loss component
  • Amount — diffusion strength
  • Radius — spatial diffusion radius
Tonal-edge protection

Shadow Soft Clip · Highlight Soft Clip

Shadow Clip protects image values below its Threshold from the ColorTone Diffuser, while Highlight Clip protects values above its own Threshold. Softness controls how gently the effect transitions into bypass. These are not ordinary lift/gain controls; they define the tonal range in which the diffuser is allowed to act.

  • Shadow: below threshold the signal bypasses the effect
  • Highlight: above threshold the signal bypasses the effect
  • Softness keeps the transition from becoming visible
Tone-light colour

Tone Lights · Intensity · Bias RGB

Tone Lights model coloured light sources around the physical diffusion filter. Intensity sets the overall level, while Bias Red/Green/Blue controls the relative contribution of each channel. Blackmagic notes that these bias controls are content-dependent and are usually more visible in shadows, so identical values can look very different on dark and bright material.

  • Intensity — overall Tone Light level
  • Bias RGB — relative colour balance of the light
  • The bias effect reads more strongly in darker regions
Look shaping and normalisation

Tone Light Falloff · Image Adjustments · Global Blend

The Falloff Mask mimics a stronger effect in the centre and weaker edges: Size sets the centre region, Softness shapes the transition, and Amount controls mask influence. Preview Falloff Mask displays the distribution in the Viewer. Image Adjustments provide built-in Exposure, Contrast and Saturation; Advanced Clipping adds a second soft-clip stage at the end of the plug-in. Global Blend finally mixes the complete result with the original.

  • Preview Falloff Mask: dark = less effect, white = more
  • Advanced Clipping operates after Image Adjustments
  • Blend — final wet/dry for the complete plug-in chain

3D LUT Compatible

A LUT can preserve colour mapping — not spatial optics

This switch is not a quality mode. It is a compatibility boundary: Resolve disables parts of the effect that cannot be represented in a 3D LUT. That makes the remaining look exportable to LUT-based devices or stages, while full spatial diffusion/falloff stays a Resolve processing task.

Practical rule: If the final product is a LUT, enable 3D LUT Compatible before designing the look. If the final product is the Resolve render, leave it off unless you specifically need LUT parity.

Production workflow

Six steps from a known signal to a controlled diffusion look

01

Lock the signal state

Confirm what colour space/gamma actually enters the node. Leave Use timeline only when that description is true at this exact point.

02

Start from Clean Slate or a preset

Use presets for direction, then inspect the actual controls. Clean Slate is the cleanest base when you want to understand exactly what each stage contributes.

03

Build diffusion before colour bias

Tune Resolution and, if needed, Diffusion Amount/Radius at 100% viewing size. Avoid compensating a wrong radius with more amount.

04

Shape Tone Lights and falloff

Set Intensity and RGB bias, then decide whether the centre-weighted falloff belongs in the look. Preview the mask instead of guessing its footprint.

05

Protect the tonal ends

Use the pre-effect Shadow/Highlight Soft Clip to keep selected dark/bright regions outside the diffuser. Use Advanced Clipping only when the post-adjustment output also needs protection.

06

Normalise, compare and trim

Use Exposure/Contrast/Saturation to compensate the low-contrast result, then compare with bypass at matched perceived brightness. Finish with Global Blend if the complete look is too strong.

Common failures

Most problems come from a wrong signal description or excessive diffusion

01

Use timeline gives a strange result

Cause: The node input has already been transformed, so timeline colour space/gamma no longer describes the actual signal.

Fix: Set Input Colour Space and Input Gamma to the real node-input state, or move the effect to a stage where Use timeline is correct.

02

The image turns milky and texture disappears

Cause: Too much Resolution softening or an oversized Diffusion Amount/Radius combination.

Fix: Back off Radius first, then Amount. Judge at 100% and compare skin, hair, fine texture and specular edges.

03

Tone Lights look like a flat colour wash

Cause: Intensity is too high, RGB bias is too extreme, or the falloff mask is disabled/too broad for the intended optical feel.

Fix: Reduce Intensity, rebalance the channel bias and preview the Falloff Mask so the spatial distribution is deliberate.

04

The LUT does not match the full plug-in look

Cause: Spatial diffusion/falloff behaviour cannot be encoded in a pointwise 3D LUT.

Fix: Design the LUT with 3D LUT Compatible enabled and treat the remaining spatial components as Resolve-only processing.

Creative optical look, not a technical transform

ColorTone Diffuser: the signal-level model

The most useful mental model for ColorTone Diffuser is a digital diffusion filter with coloured lights around its perimeter. The plug-in does more than reduce sharpness: it combines light scatter, RGB Tone Lights, tonal bypass, centre-weighted falloff and Exposure/Contrast/Saturation compensation in one creative-look operation.

Blackmagic describes the physical metaphor explicitly: the colour and intensity of the virtual lights alter the light scattered by diffusion elements in the glass. Resolution simulates slight resolution loss, Diffusion spreads bright areas, Shadow/Highlight Soft Clip excludes the tonal extremes, Tone Light Falloff provides spatial weighting, and Image Adjustments compensate the resulting low-contrast look.
3D LUT Compatible is not a quality switch. It disables controls that cannot be represented in a 3D LUT. A LUT created from the compatible subset therefore cannot be expected to reproduce the full spatial diffusion/falloff look. Separately, Use timeline is correct only when the timeline Colour Management settings actually describe the signal state entering this node.

Use it when

  • a soft low-contrast optical look with controllable coloured light scatter
  • building a distinctive look from Clean Slate or a preset in one dedicated FX node
  • designing the LUT-compatible part of a look when spatial components can remain separate inside Resolve

Choose another tool when

  • you only need neutral blur/defocus without the tone-light model — use the appropriate Blur/Focus FX
  • you need a technical conversion between colour spaces/gammas — use CST/RCM/ACES, not ColorTone Diffuser
  • you need a measured physical replica of a specific real-world filter rather than a creative interpretation

Control → signal meaning → verification

LayerWhat it meansHow to verify
Presets + Clean SlateReady-made starting looks; Blackmagic documents Clean Slate as making no changes, providing a neutral base for Custom.After choosing a preset, inspect the actual controls rather than relying on its name.
3D LUT CompatibleRestricts the plug-in to operations that can be represented in a 3D LUT; incompatible controls are disabled.Enable it before look development when the deliverable must be a LUT; do not compare the exported LUT with full spatial mode as if they were the same system.
Input Colour Space + GammaDescribes the colour state received by the effect. Use timeline takes the values from the project's Colour Management settings.After CST/DCTL/manual transforms, verify that the real node input still matches the timeline description.
Resolution + Diffusion Amount/RadiusResolution simulates slight resolution loss, while Diffusion spreads bright regions; Amount sets strength and Radius sets spatial extent.Inspect at 100%: skin texture, hair, fine detail, specular edges and halos.
Shadow / Highlight Soft ClipPre-effect tonal protection: values below the shadow threshold or above the highlight threshold bypass the diffuser with adjustable Softness.Watch for a seamless transition and do not confuse these controls with ordinary tonal grading.
Tone Lights + Bias RGBIntensity sets the overall level of the virtual lights, while Bias RGB sets their relative colour mix; the documentation notes content dependence and greater visibility in shadows.Check skin/neutrals and RGB Parade/Vectorscope, especially in darker regions.
Tone Light FalloffA spatial vignette-like mask: stronger in the centre and weaker toward the edges. Size, Softness and Amount define geometry/strength.Use Preview Falloff Mask: dark = less effect, white = more effect.
Image Adjustments + Advanced Clipping + BlendExposure/Contrast/Saturation compensate the look inside the plug-in; Advanced Clipping adds a post-adjustment soft-clip stage; Blend is the final wet/dry.Compare bypass at matched perceived brightness and inspect highlights after compensation.

Production workflow

  1. 01Identify the node's real input colour state before deciding whether Use timeline is appropriate.
  2. 02Choose Clean Slate for controlled construction or a preset as a starting point; for LUT delivery, enable 3D LUT Compatible first.
  3. 03Tune Resolution and Diffusion Amount/Radius at 100% until the softening preserves the required texture.
  4. 04Tune Tone Light Intensity/Bias RGB and the Falloff Mask, using Preview rather than guessing the spatial footprint.
  5. 05Constrain the effect with Shadow/Highlight Soft Clip, then compensate Exposure/Contrast/Saturation; if needed enable post-stage Advanced Clipping and finish by trimming the result with Blend.

Diagnostics: symptom → cause → fix

The look changes dramatically after moving the node

Likely cause: Input Colour Space/Gamma no longer match the new signal state.

Fix: Redescribe the plug-in input or return the node to the stage for which it was tuned.

The image is too milky and detail is lost

Likely cause: Resolution/Diffusion Radius/Amount are too high together.

Fix: Reduce Radius and Amount independently, then re-check texture at 100%.

Tone Light colour varies too much between shots

Likely cause: Bias RGB is content-dependent; the shots differ in shadow level and colour structure.

Fix: Match by visual result/scopes rather than copying numbers; use a shared baseline plus shot trims across a sequence.

The exported LUT looks different from the Resolve node

Likely cause: The full node uses spatial operations that a 3D LUT cannot represent.

Fix: Develop the LUT only in 3D LUT Compatible mode and document the Resolve-only spatial stages separately.

Node placement

In practice, ColorTone Diffuser is easiest to manage on a dedicated creative-look node after the input has reached a known working state, but before any stage that must see the unmodified signal. This is not a hard rule: the plug-in has Input Colour Space/Gamma overrides precisely because it can operate in different states. The key is to describe its input unambiguously and keep the ordering consistent across shots.

Scopes / validation

A 100% Viewer is more important than scopes for spatial diffusion, texture and halos. Waveform helps validate contrast/exposure and soft-clip boundaries; RGB Parade/Vectorscope help with Tone Light bias and neutrals. Preview Falloff Mask is the primary tool for checking spatial weighting.

Managed-pipeline warning

In RCM, Use timeline reads the project Colour Management state, but it cannot account for every manual CST/DCTL rearrangement you make inside the node tree. If gamut/gamma has already been changed before ColorTone Diffuser, the overrides must describe the actual signal. Do not confuse these overrides with an output transform: they tell the plug-in how to interpret its input rather than replacing the whole project colour-management pipeline.

Do not confuse the roles

ColorTone Diffuser versus the neighbouring Color FX

Color Space Transform

explicit conversion between colour-space/gamma descriptions, including tone/gamut mapping

Open guide
ACES Transform

node-level input/output through the standardised ACES transform set

Open guide
Chromatic Adaptation

conversion between white points / illuminants through a CAT model

Open guide
Color Compressor

compressing hue/saturation/luminance variation around a selected Target Color

Open guide
Color Stabilizer

temporal matching of unwanted brightness/white-balance drift around a chosen reference and analysis region

Open guide
Contrast Pop

selective increase or reduction of local contrast at a chosen structure scale and within a controlled tonal range

Open guide
DCTL

programmable host for custom transform code whose maths, UI and signal contract are defined by the selected DCTL/DCTLE

Open guide
Dehaze

depth-weighted reduction of smog/airlight/haze through a simulated depth matte and coupled colour/contrast correction

Open guide
Despill

suppression of reflected red/green/blue screen spill after the subject has already been isolated by key/matte/roto

Open guide
False Color

spatial display of exposure zones through camera-matched or creative false-colour mapping and a legend

Open guide
Gamut Limiter

final hard-clipping of chromaticities to a specified delivery/QC gamut boundary

Open guide
Gamut Mapping

tone/gamut remapping through luminance roll-off, saturation compression/clip and OOTF without a separate input/output colour-space conversion

Open guide
Invert Color

simple independent inversion of Red/Green/Blue/Alpha channels for creative and technical channel/key operations

Open guide
NVIDIA RTX Video HDR

AI-assisted SDR→HDR mapping with an explicit input/output signal contract, Middle Gray, target peak luminance and creative shaping

Open guide
Camera Shake

procedural Pan/Tilt/Rotation/Zoom motion with waveform, randomness, pauses and blanking handling

Open guide
Film Damage

procedural texture/look effect combining blur/colour drift, vignette, changing dirt and up to five scratches with motion/flicker

Open guide
Film Grain

procedural film-style texture with gauge presets, grain geometry, composite modes, tonal/RGB weighting and final mix

Open guide
Film Look Creator

integrated scene-referred film-emulation environment combining a baked-in Blackmagic film response, colour shaping, halation/bloom/grain/flicker/gate weave and a LUT-compatible subset

Open guide
Flicker Addition

dedicated temporal exposure modulation with tonal flicker modes, RGB selection, smoothness, randomness, pauses and a deterministic seed

Open guide
Halation

film-style highlight scatter using an isolation matte, chromatic dye-layer reflections, secondary glow and optional grain

Open guide
Split Tone

creative shadow/highlight colour separation through Natural/Strong/Custom modes, Pivot, Hue Angle, neutral protection and colour-space overrides

Open guide
Vignette

edge framing and visual-attention control through Basic/Advanced geometry, position, colour and compositing

Open guide
Color Generator

solid-colour generation for Layer Mixer, masks, fills and simple colour washes

Open guide

Primary references used for this technical layer

Panel names are cross-checked against the Resolve 21 screenshots already shown on each page. Where Blackmagic does not publish proprietary implementation math, the article describes documented signal semantics and observable behaviour rather than inventing an algorithm.

FAQ

Practical ColorTone Diffuser questions

Is ColorTone Diffuser just another Glow?

No. Its documented model combines diffusion-filter softening, coloured Tone Lights, tonal protection, spatial falloff and integrated image adjustments. Glow is centred on spreading luminance around bright regions; the intent and control architecture are different.

What does Clean Slate do?

Blackmagic describes Clean Slate as the default preset that makes no changes, so it is the correct baseline for building a custom look from zero.

Why are Tone Light RGB biases stronger in shadows?

Blackmagic explicitly notes that the bias controls are content-dependent and more visible in shadows. Do not expect the same numeric bias to produce the same apparent colour shift on every shot.

When should I enable 3D LUT Compatible?

Enable it when the end product must be representable as a 3D LUT for a camera, monitor or another LUT-based stage. Resolve will disable controls that cannot be passed through that format.

Should the effect be before or after the output transform?

There is no universal answer. The critical rule is that Input Colour Space/Gamma must describe the signal reaching the plug-in. For a scene-referred look workflow, placing it in a known working state is usually easier to manage than applying it blindly after a display transform.

Why does Image Adjustments include clipping options again?

The original Shadow/Highlight Soft Clip protects the signal before the core diffuser. Advanced Clipping is applied at the end of the plug-in, after Image Adjustments, so it can catch values created by the final exposure/contrast/saturation compensation.