Car Color Grading Workflow in Resolve

A lot of car footage does not fall apart because the camera was wrong. It usually falls apart because the workflow is inconsistent.

That is the issue I kept running into. I could get one shot looking good, but keeping the rest of the edit in line took more work than it should have. Once I cleaned up the structure of my grade, everything started holding together better. The look stayed more consistent, the adjustments made more sense, and I stopped creating problems earlier in the node tree that I then had to fix later. This workflow is built around that idea. Get the footage into a consistent working space first, build the hero shot properly, then use that as the base for the rest of the edit.

Start With Color Management and Groups

The first part of the workflow happens before I even start adjusting the image. In my project settings, I keep the color science set to DaVinci YRGB, the timeline color space set to DaVinci Wide Gamut / Intermediate, and the output set to Rec.709 Gamma 2.2. Then I organize clips into groups so I can handle camera transforms separately from the creative grade.

The reason I like doing it this way is simple. If I am shooting with different cameras or different log profiles, I want all of them converted into the same working space before they hit the main node tree. That keeps the grading decisions more predictable.

My CST setup

On the Pre-Clip Group, I use a Color Space Transform node to move the footage from the camera’s log profile into DaVinci Wide Gamut / Intermediate. In the example from the workflow, that means:

  • Input Color Space: Rec.2020
  • Input Gamma: Fujifilm F-Log
  • Output Color Space: DaVinci Wide Gamut
  • Output Gamma: DaVinci Intermediate

Then on the Timeline Group, I place another CST at the end to bring the image back out to Rec.709 Gamma 2.2, using Luminance Mapping and Saturation Compression.

What’s really happening here is that I am separating technical conversion from creative grading. Once everything lives in the same space, the rest of the workflow gets a lot easier to control.

Build the Grade Around a Hero Shot

I always start with the hero shot first. That is the clip that defines the look for the project.

Before I touch any creative LUTs or look adjustments, I get that one image exposed and balanced properly. That gives me a stronger reference for the rest of the edit. Then later I can grab a still and apply that grade across the sequence as a starting point.

This saves a lot of time, but it also fixes a common grading problem. A lot of people try to finesse every clip individually from the beginning. The result is that the edit starts drifting. One shot gets warmer, another gets flatter, another gets too contrasty, and suddenly nothing feels connected.

Starting with the hero shot keeps the whole sequence anchored.

Keep Noise Reduction at the Front, but Leave It Off Until the End

The first node in my tree is noise reduction, but I keep it disabled while I am grading.

The reason for that is practical. Noise reduction is heavy. It slows playback, eats up processor time, and makes the whole grade feel harder to work through. So I leave it at the front of the chain, but only turn it on at the very end if the shot actually needs it.

That tends to hold together better than forcing noise reduction into every shot by default.

Fix Exposure Before White Balance

After that, I go to exposure and contrast first.

A lot of the time, people want to fix white balance immediately because it feels like the most obvious problem. But if the exposure is off, the color decisions are harder to judge. I would rather get the image sitting in the right range first, then fine-tune color. That is why the next part of my workflow is built around exposure using the HDR Global wheel and then the primary controls.

Why the HDR Global wheel helps

What I like about the HDR Global wheel is that it moves the image more smoothly, especially when working with log footage. If the exposure was set correctly in-camera, I can bring the image down without wrecking the highlights or making the shadows feel washed out. In the workflow example, the footage starts off bright, but there is still recoverable detail in the highlights. Pulling global exposure down keeps that detail intact while cleaning up the overall image.

Once that is in place, I make smaller primary adjustments to gamma and highs while watching the scopes. The picker and qualifier focus help here because they show where the image is living, rather than forcing me to guess.

Add the Look After the Primary Grade Is Stable

Only after the hero shot is balanced do I start turning on look-building LUTs.

In this workflow, those LUTs sit right before the output CST and are designed for DaVinci Wide Gamut. The example uses LUTs from Cullen Kelly’s Voyager pack to shape contrast, warm the highlights, cool the shadows slightly, and refine highlight saturation.

The reason this order works is that LUTs are much easier to control when the primary image is already in a good place. If the shot is still underexposed, overexposed, or badly balanced, the LUT is reacting to a bad foundation.

That is usually where the grade starts to break.

Use Curves for Contrast Instead of Just Cranking Contrast

Once the look LUTs are on, I refine contrast in the Curves panel rather than leaning too hard on the standard contrast control.

What I like about curves is that I can shape the image more selectively. I can deepen the blacks and control the upper end without crushing everything all at once. In the workflow shown, editable splines are used to shape contrast more carefully so the image keeps shadow detail instead of going harsh or muddy.

This is one of those small changes that has a big impact. A lot of car footage starts looking forced when contrast hits the whole image too evenly. The car never really separates from the environment. Once you shape the curve more carefully, the subject starts to feel more intentional.

Increase Saturation With More Control

After contrast, I move into saturation before white balance.

That order tends to work better for me because once the image has more color in it, it is easier to see where the balance is actually off. In this workflow, saturation is adjusted in HSV mode, isolating the saturation channel so the controls behave more precisely. Gamma is used to build overall saturation, then gain is pulled back to control the most saturated areas. The vectorscope helps spot colors that are pushing too far, like strong blues.

What’s really happening here is that I am separating global color richness from oversaturation. Instead of just pushing saturation until the image gets loud, I can increase the overall density and then rein in the areas that start getting too aggressive.

That keeps the shot from feeling overworked.

White Balance by Reading the Image, Not Guessing

Once saturation is in place, I move to white balance.

In the example, the car is white and picking up green reflections from the grass. That is a common issue with cars, especially lighter paint colors. The bodywork acts like a mirror, so you are not just grading paint. You are grading the environment reflected on the paint. Using the qualifier to sample a neutral area makes it easier to see which channel is off. In this case, green reads high, so that channel gets pulled down.

This is where car color grading is different from grading more general footage. Reflections can trick you fast. If you are not checking a neutral area, it is easy to correct the wrong thing.

Use Secondaries to Separate the Car From the Background

After the primary grade is set, I move into secondaries.

This part of the workflow is less about changing the whole image and more about creating separation. That is a big part of why some car shots feel flat. The subject and the background are often living at the same exposure and contrast level. Once you start shaping those relationships, the car reads more clearly.

Vignette

The first secondary adjustment is a vignette using an inverted power window. I use it to darken the areas around the car without changing the car itself. That pulls the eye toward the subject and creates better shape in the frame.

Local sharpening

Next, I use sharpening carefully, usually with a power window so I am not sharpening the entire frame equally. That helps bring out detail in the car without making the whole image feel brittle or noisy. The change should stay subtle. If you push this too hard, the image starts looking fake very quickly.

Gradient control

Then I use a gradient to lower exposure in the foreground when needed. This is another separation tool. It reduces distractions and helps the viewer read the car first.

Clean Up Color Casts With Color Warper and Black Saturation Control

The next part of the workflow is targeted cleanup.

Sometimes the paint, reflections, or shadows start carrying unwanted color. In the example, the Color Warper is used selectively on the car to remove slight bluish-purple contamination. The correction is subtle, but that is the point. This is not about forcing a new color. It is about cleaning up small shifts that make the image feel less controlled.

Then I isolate the darker parts of the image and use Sat vs Sat to pull color out of the blacks. That helps clean up the lower end of the frame so the shadows feel more neutral and less noisy.

A lot of the time, this is where the image starts to feel dialed in. The blacks stop competing with the subject, and the color separation gets cleaner.

Add Effects Carefully: Glow and Split Tone

Once the grade is already working, I will sometimes add a small amount of Glow and Split Tone.

Glow helps soften and shape the highlights a bit more, but it only works if it stays restrained. In the workflow example, the settings are pushed far enough at first to see what is happening, then backed down until the effect feels natural.

Split tone comes next, mainly to help separate color relationships a little further while protecting neutrals. That lets me nudge the image without contaminating the whites and blacks too much.

The difference is subtle, but it changes the whole shot.

Save Final Shaping for the Trim Node

At the end of the grade, I use a trim node with the HDR wheels for final shaping.

This is where I make smaller end-stage adjustments to shadows, lights, and sometimes highlights. By this point, I am not fixing the image anymore. I am just rounding it out. In the example, lowering the highlights a touch helps separate the roofline from the sky, while small changes in gamma and shadows finish the shot.

That tends to work better than doing all of the fine shaping too early. Early in the grade, you still do not know how the full image is going to respond. At the end, you do.

Apply the Hero Grade Across the Timeline and Tweak From There

Once the hero shot is done, I grab a still and apply the grade to the rest of the clips.

That does not make every shot perfect, but it gets the sequence close very quickly. From there, I go clip by clip and adjust power windows, exposure, and white balance where needed. The overall feel stays consistent, but I still have room to account for different angles and lighting.

This is the part that saves the most time. You are no longer rebuilding the whole look over and over. You are just refining it.

Conclusion

My car color grading workflow in Resolve is really about consistency more than complexity.

I want the footage converted cleanly, the hero shot built properly, and the secondaries doing specific jobs instead of randomly stacking corrections until something looks good. Once that structure is in place, the grade gets easier to manage and the whole edit starts holding together better. The result is not just a better-looking single shot. It is a cleaner, more consistent car edit from beginning to end.

>