Resolve FX · ColorStudio · tone / gamut remapDaVinci Resolve 21

Gamut Mapping

A dedicated technical Resolve FX for tone and saturation remapping: describe the current gamma, choose the luminance mapping model, compress or clip extreme saturation, and control scene/display OOTF behaviour without building a full colour-space conversion inside the same node.

Tone Mapping
Dynamic-range roll-off
Gamut Mapping
Saturation compression / clip
Advanced
Forward / Inverse OOTF

Scope of this page

Resolve FX controls here; colour-science theory stays in Color Science

The encyclopedia already has a dedicated Gamut Mapping chapter covering out-of-gamut colour, gamut boundaries, compression, clipping, hue preservation and colour volume. We do not duplicate that material here. This guide concentrates on the Resolve 21 OFX controls, signal contract, node placement and troubleshooting.

Color Science

Gamut Mapping

Theory: boundaries, gamut compression, clipping, hue behaviour and colour volume.

Open theory chapter

Resolve 21 controls

Read the panel as one signal-remapping system

Gamma tells the FX what it is receiving. Tone Mapping defines luminance redistribution. The luminance fields define the operating range. Gamut Mapping decides how extreme saturation is handled. Advanced OOTF switches belong to scene/display signal-domain transitions.

How the current signal is encoded

Gamma

Gamma describes the transfer function of the image entering Gamut Mapping. Use timeline is correct only when this node really receives the Timeline Gamma. The menu includes ACEScc/ACEScct, Apple Log, ARRI LogC3/LogC4, HLG, Blackmagic Design Film and other encodings — this is a signal-state description, not a look selector.

  • Use timeline — only when the signal state at this point matches the timeline
  • After a CST/DCTL/LUT the gamma may no longer match the timeline
  • Gamma describes the FX input; it does not replace a full input→output transform
What to do with dynamic range

Tone Mapping Method

Tone Mapping Method chooses how luminance is redistributed. None disables tone mapping, Clip hard-clips out-of-range values, Simple uses a simple curve, Luminance Mapping is aimed at standards-based signals, DaVinci provides a smooth roll-off with controlled desaturation at the extremes, and Saturation Preserving retains more saturation while rolling luminance off.

  • None / Clip — no soft roll-off, or hard clipping
  • DaVinci — a general smooth roll-off for mixed wide-gamut camera material
  • Saturation Preserving — when retaining colour in bright/dark extremes matters
The luminance numbers driving tone mapping

Max / Avg Luminance

Max. Input Luminance and Max. Output Luminance define which input peak is mapped into which output peak. Avg. Input Luminance accounts for viewer adaptation and influences detail distribution, especially when a very bright scene is mapped into a more limited display range. Set these values from the mastering/display context rather than tuning them only by eye.

  • Max Input — assumed/defined input peak in nits
  • Max Output — target display/master peak in nits
  • Avg Input — an adaptation-aware control, not ordinary Exposure
What to do with excessive saturation

Gamut Mapping Method

None applies no gamut remapping. Saturation Compression smoothly redistributes extreme saturation, preserving more gradation and relationships between colours. Clip is the hard option: values outside the allowed mapping model hit the boundary. Your screenshot shows None, so the additional Saturation Compression controls are not expanded.

  • Saturation Compression — the main smooth option for LED/neon/out-of-gamut problems
  • Clip — technically predictable, but can destroy hue/saturation separation
  • If a strict final QC boundary is required, a separate Gamut Limiter after mapping is usually clearer

Advanced · OOTF

Forward and Inverse OOTF are signal-domain switches, not look buttons

OOTF describes the system relationship between scene-referred values and a display-referred rendering. Forward OOTF is relevant when intentionally moving from a scene representation toward display rendering; Inverse OOTF is relevant in the opposite direction. If RCM, ACES or another CST already owns that transition, adding it again here can double the rendering behaviour.

Forward OOTF

Scene → display relationship. Use only when this node intentionally owns that rendering step.

Inverse OOTF

Display → scene-side relationship. It is not a generic way to make an image flatter.

Avoid double transforms

Check RCM/ACES/output CST first. One stage should own the scene/display rendering relationship.

Verify on scopes + display

OOTF can change luminance distribution and perceived saturation, so judge it in the calibrated output context.

Practical workflow

Six passes from signal contract to final verification

01

Identify the signal at this node

Before touching mapping, trace every upstream CST, DCTL, LUT and colour-management stage. Gamma must describe the signal that actually reaches this FX.

02

Decide whether tone mapping is needed

If source and target dynamic ranges are already equivalent, do not add a DRT merely because DaVinci is the default. If ranges differ, choose the method deliberately and define luminance limits from the mastering context.

03

Set Max Input / Output and Avg Input

Use known display/mastering numbers where possible. Check highlight roll-off and midtone placement on scopes instead of treating the values as creative sliders.

04

Choose the gamut policy

Use Saturation Compression when you need smooth remapping of extreme colours. Use Clip only when hard clipping is actually the intended behaviour; for strict final delivery compliance, consider keeping hard limiting in a dedicated Gamut Limiter stage.

05

Verify luma and chroma separately

Waveform/HDR scopes reveal tone compression, while Vectorscope and CIE Chromaticity reveal saturation and gamut behaviour. RGB Parade helps expose channel flattening after clipping.

06

Keep mapping responsibility in one place

RCM, ACES, an output CST and this OFX can all perform related operations. Avoid stacking several unknown tone/gamut mappers because the combined result becomes hard to reason about and reproduce.

Troubleshooting

If mapping creates a new problem, diagnose the signal before adding another correction

Symptom

The whole image shifts when the FX is enabled

Cause: Gamma is wrong, or tone mapping is active even though no dynamic-range remap was intended.

Fix: Confirm the node input state, test Tone Mapping Method = None, then add only the mapping stage that solves the actual problem.

Symptom

Highlights look grey or lose colour

Cause: The selected tone mapper is deliberately desaturating extreme luminance, or the luminance limits are not representative of the source/output.

Fix: Compare DaVinci with Saturation Preserving, verify Max Input/Output, and judge the result on Waveform plus the actual calibrated output.

Symptom

LED/neon turns into flat patches

Cause: Gamut Mapping Method = Clip, or another downstream limiter is collapsing many colours onto one boundary.

Fix: Use Saturation Compression upstream and reserve hard limiting for the final compliance stage if the specification requires it.

Symptom

The image becomes too dark/contrasty with OOTF

Cause: Forward or Inverse OOTF was enabled without a real scene↔display transition, or an adjacent transform already performs that role.

Fix: Audit the signal domain before and after the node. Use Forward OOTF for an intentional scene-to-display step and Inverse OOTF for the inverse direction; do not use both as generic look switches.

Remapping without duplicating the theory

Gamut Mapping: the signal-level model

Resolve FX Gamut Mapping is neither another Color Space Transform nor a Gamut Limiter. It receives an already-existing signal, described by Gamma, and applies separate tone-mapping and saturation-remapping policies. The first question is therefore not which preset looks nicest, but what signal state enters the FX and what specific problem this remapping stage is meant to solve.

Blackmagic documents these controls as the same tone/gamut mapping models found in CST and Color Management. Gamma describes the input transfer function; Tone Mapping Method controls dynamic-range redistribution; Max/Avg Luminance define the luminance operating points; Gamut Mapping Method selects saturation compression or hard clipping. Advanced OOTF changes the scene↔display rendering relationship and requires its own justification.
This page does not repeat the underlying gamut-mapping theory: out-of-gamut colour, gamut boundaries, hue preservation, colour volume and perceptual compression are already covered in /color-science/gamut-mapping. The focus here is the specific OFX, its signal contract and practical pipeline use.

Use it when

  • smoothly taming extreme saturation after a problematic transform, LED/neon source or aggressive creative correction
  • a local/dedicated tone-mapping stage when project-level Color Management should remain unchanged
  • deliberate output-side remapping before a final hard limiter when delivery requires a strict boundary

Choose another tool when

  • RCM/ACES/an output CST already performs the same DRT/gamut mapping and the new OFX would simply double the transform
  • you need an explicit conversion from one Colour Space/Gamma pair to another — that is CST's job, not the dedicated Gamut Mapping FX

Control → signal meaning → verification

LayerWhat it meansHow to verify
GammaDescribes the transfer function of the signal entering the FX. Use timeline is safe only when the current signal actually matches Timeline Gamma.Audit upstream CST/DCTL/LUT stages and do not choose gamma by eye.
Tone Mapping MethodNone disables the DRT; Clip hard-clips out-of-range values; Simple uses a basic curve; Luminance Mapping and DaVinci provide smoother roll-off; Saturation Preserving retains more saturation during luminance compression.Inspect highlight/shadow roll-off, reference white, colour at the extremes and unexpected overall contrast shifts.
Max Input / Max Output / Avg Input LuminanceThe Max fields define luminance mapping endpoints while Avg Input influences adaptation-aware luminance distribution. These are technical tone-mapper parameters, not three forms of Exposure.Cross-check nits against the mastering/display context and verify with Waveform/HDR scopes.
Gamut Mapping MethodNone does not remap saturation; Saturation Compression smoothly brings extreme chroma values inward; Clip creates a hard boundary and can collapse colour differences.Use Vectorscope/CIE Chromaticity and saturated LED/neon/skin edges as stress tests.
Forward / Inverse OOTFSwitch the scene↔display rendering relationship. They are not generic look controls and should not duplicate OOTF already owned by a neighbouring CST/RCM/ACES stage.Document the signal domain before and after the node; verify brightness, contrast and perceived saturation on the calibrated output.

Production workflow

  1. 01Identify the actual Gamma at the FX input after all upstream transforms.
  2. 02If dynamic range does not need remapping, start with Tone Mapping Method = None; if it does, choose the model deliberately.
  3. 03Set Max Input/Output Luminance from known mastering/display context, then adjust Avg Input only if needed.
  4. 04For extreme saturation, try Saturation Compression before Clip.
  5. 05Enable OOTF only when this node genuinely owns a scene↔display transition.
  6. 06Verify Waveform/HDR scopes, Vectorscope/CIE and the downstream output stage; if a strict QC boundary is required, place the hard limiter after smooth mapping.

Diagnostics: symptom → cause → fix

Enabling the FX changes the whole contrast even when gamut was not the problem

Likely cause: Tone Mapping Method is active and performing a DRT, or Gamma does not match the actual input.

Fix: Verify Gamma and temporarily set Tone Mapping Method = None to separate tone mapping from gamut correction.

Bright colours become grey

Likely cause: DaVinci/Luminance tone mapping is desaturating extremes, or Max Luminance values do not match source/output.

Fix: Verify Max Input/Output, compare Saturation Preserving and judge the result on Waveform plus the actual display.

LED/neon turns into flat monochrome patches

Likely cause: Clip is active or a downstream Gamut Limiter is hard-clipping an already heavily compressed signal.

Fix: Return to Saturation Compression, remove duplicated mapping/limiting and keep hard limiting only as the final guard.

The image unexpectedly becomes darker/more contrasty after Forward OOTF

Likely cause: OOTF was applied where the signal is already display-referred, or a neighbouring transform already performed the rendering step.

Fix: Trace the scene/display state through the node tree and keep OOTF in one responsible stage only.

Node placement

Placement depends on the role. For local super-saturation repair, place the OFX immediately after the stage creating the problematic values so the artefact is not carried downstream. For output-side remapping, keep it after the creative grade and before a final hard limiter. If RCM/ACES/an output CST already performs the DRT/gamut mapping, the separate OFX may be redundant.

Scopes / validation

Check tone mapping on Waveform/HDR Waveform for peak roll-off, reference white and midtone placement. Check gamut mapping on Vectorscope and especially CIE Chromaticity when chromaticity positions relative to target primaries matter. RGB Parade reveals channel clipping/flattening, while the Viewer reveals hue turns, posterisation and lost texture in saturated lights.

Managed-pipeline warning

In RCM/ACES, mapping is often already part of the DRT/Output Transform. CST also contains its own Tone Mapping and Gamut Mapping controls. Before adding the dedicated OFX, assign one stage responsibility for dynamic-range mapping and one for gamut compression. Multiple DRTs/compressors in series can create unpredictable roll-off and hue behaviour.

Do not confuse the roles

Gamut Mapping 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
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
ColorTone Diffuser

creative optical-look effect combining spatial diffusion, coloured Tone Lights, tonal protection, a falloff mask and a LUT-compatible subset

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

FAQ

Practical questions about Gamut Mapping

Is this the same as the Color Science Gamut Mapping chapter?

No. The Color Science chapter explains the general problem — gamut boundaries, compression, clipping, hue preservation and colour volume. This page is specifically about the Resolve FX interface, its controls, node placement and diagnostics.

Is Gamut Mapping the same as Color Space Transform?

No. CST explicitly converts from one Colour Space/Gamma pair to another and includes tone/gamut mapping as optional parts of that transform. The dedicated Gamut Mapping FX is a remapping stage; it does not replace an explicit input/output colour-space conversion.

When should I use Saturation Compression instead of Clip?

When you want to retain visual separation among extreme colours rather than forcing them onto a hard boundary. Clip is useful only when hard clipping itself is acceptable or required; strict delivery compliance is usually clearer with a dedicated final limiter.

What does Avg. Input Luminance = 9 mean?

It is not exposure compensation. The control is used by the tone-mapping model to account for differences in visual adaptation between brighter and darker viewing conditions/images. The manual notes that values around 0–10 work for many average images, while brighter scenes may benefit from a higher value.

Should I enable Forward OOTF by default?

No. OOTF belongs to a defined scene-referred ↔ display-referred relationship. Enable it only when that signal-domain transition is intentionally happening at this stage and is not already handled by RCM, ACES or an adjacent transform.

Where should this FX sit relative to Gamut Limiter?

If both are needed, smooth mapping/compression should normally happen first and a strict limiter should come later as the final guard. That preserves as much colour separation as possible before compliance clipping.