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Deep CompositingAdvanced

dRecolor

Color correction inside a Deep image stream

Adjusts color and alpha inside a Deep image stream while preserving the per-pixel depth structure for downstream Deep compositing.

dRecolor
DaVinci Resolve · Fusion

dRecolor is a technical Deep-compositing node for correcting a Deep element before it is flattened to a conventional RGBA image. It is useful when color or alpha needs adjustment while multiple depth samples and Deep transparency are still intact.

Overview

What dRecolor does

dRecolor belongs inside a Deep pipeline rather than at the end of a normal 2D grade. It lets you alter a Deep element before DeepToImage removes the depth-sample structure that makes Deep merges and holdouts possible.

The node is especially useful with CG renders, smoke, fog, particles and other Deep elements that must be matched before dMerge. Target Input Alpha can make the correction respect a reference alpha, while Drop Input Zero Alpha can remove fully transparent samples that would otherwise continue through the Deep graph.

Center provides the positional reference used by the tool. In most technical setups 0.5 / 0.5 is the safest starting point, and the final creative grade can still happen later with ordinary color nodes after the Deep composite is flattened.

Mental model

Think of dRecolor as grading a Deep layer before flattening: the color changes, but the hidden depth structure remains available to the rest of the Deep pipeline.

Common uses

Match a Deep CG element before dMerge
Correct Deep smoke, fog or particle color
Preserve Deep intersections while changing appearance
Discard zero-alpha Deep samples before a merge
Apply a technical pre-grade before DeepToImage

Flow anatomy

Inputs & outputs

The port structure shows how this node fits into a Fusion graph.

Input

Source image for the operation.

Target / Reference

Input used by dRecolor.

Effect Mask

Optional mask that limits where the node affects the image.

dRecolor
Fusion node

Output

The processed result from this node.

Inspector

Important parameters

Start with these controls before reaching for more complicated workarounds.

Controls / Center X

Sets the Center X position.

Controls / Center Y

Sets the Center Y position.

Controls / Target Input Alpha

Enables Target Input Alpha.

Controls / Drop Input Zero Alpha

Discards input samples whose alpha value is zero.

Settings / Standard Node Controls

Opens the standard Fusion node settings for comments, connection display and render-script housekeeping.

These controls organize or automate the node; they do not define the creative look of the effect itself.

Practical setup

A reliable workflow

  1. 1

    Confirm that the source is a Deep stream.

  2. 2

    Connect the Deep element to dRecolor.

  3. 3

    Leave Center at 0.5 / 0.5 for the first test.

  4. 4

    Enable Drop Input Zero Alpha when invisible samples are not required.

  5. 5

    Use Target Input Alpha only when a reference alpha should constrain the correction.

  6. 6

    Continue to dMerge, dHoldout or DeepToImage.

  7. 7

    Perform the final artistic grade after the Deep composite when appropriate.

Typical node chain
Deep Element
dRecolor
dMerge / dHoldout
DeepToImage

Examples

Where this node fits in real work

Deep object pre-grade

Match a rendered Deep object before depth-aware compositing.

Deep CGdRecolordMergeDeepToImageMediaOut

Cleaner transparent samples

Remove zero-alpha Deep samples before the final merge.

Deep ElementdRecolordMergeDeepToImage

Troubleshooting

Common mistakes

Using dRecolor as a replacement for a normal 2D Color Corrector
Flattening with DeepToImage before the correction when Deep behavior is still needed
Ignoring target alpha when the result becomes unexpectedly limited
Keeping zero-alpha samples without a pipeline reason

Production notes

Practical tips

Do only the technical correction in dRecolor and reserve final look development for the flattened image.
Compare the result both before and after DeepToImage when diagnosing artifacts.
Keep Deep branches clearly labeled because technical Deep nodes are easy to confuse in a large comp.

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