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docs: document professional grading and media treatments
This commit is contained in:
@@ -79,6 +79,8 @@
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"guides/authentication",
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"guides/video-components",
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"guides/color-grading",
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"guides/media-effects",
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"guides/media-overlays",
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"guides/html-in-canvas",
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"guides/website-to-video",
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"guides/figma",
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+289
-315
@@ -1,347 +1,223 @@
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---
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title: Color Grading
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description: "Apply real-time color grading, presets, LUTs, finishing, and media effects to video and image media in Studio and final renders."
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description: "Correct and creatively grade video or image media with presets, scopes, color wheels, curves, HSL selections, and custom LUTs."
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---
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HyperFrames Studio can color grade project-local `<video>` and `<img>` media directly in the preview. The same `data-color-grading` settings are used by the render pipeline, so the exported video should match the look you preview.
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HyperFrames provides real-time, media-level color grading for project-local
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`<video>` and `<img>` elements.
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This is a lightweight media color tool for generated videos, uploaded footage, social variants, and agent-authored compositions. It is not a DaVinci Resolve, Premiere, ACES, or OCIO finishing pipeline.
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Studio and AI agents use the same validated grading contract, and final
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rendering runs the same shader pipeline used by the preview.
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## What Is New
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The current pipeline is designed for SDR/Rec.709-oriented work. It provides
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professional primary and selective grading tools, but it is not an ACES, OCIO,
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or native HDR finishing pipeline.
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| Capability | Status | Notes |
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## The Mental Model
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| Stage | Purpose | HyperFrames tools |
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| --- | --- | --- |
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| Studio Color Grading panel | Supported | Appears on selected `<video>` and `<img>` elements. |
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| Manual controls | Supported | Exposure, contrast, highlights, shadows, white point, black point, warmth, tint, vibrance, saturation. |
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| Presets | Supported | Named HyperFrames presets backed by shader settings, not bundled third-party LUT packs. |
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| Custom LUT upload | Supported | Project-local 3D `.cube` LUT files with strength control. |
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| Finish | Supported | Vignette and grain, with advanced settings behind the settings icon. |
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| Studio Effects panel | Supported | Essentials, Retro & Glitch, Print, and Art effects share the same media shader and persisted `effects` object. |
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| Studio Overlays panel | Supported | Inserts selected Registry overlays at the media timing as ordinary timeline layers. |
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| Before preview | Supported | Hold the compare button to temporarily show the ungraded media. |
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| Render parity | Supported | The render pipeline redraws the color-grading shader after video-frame injection. |
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| Correct | Fix exposure, contrast, tonal balance, and casts | Adjust controls and source analysis |
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| Grade | Shape color and mood | Tonal wheels, RGB curves, hue curves, and HSL color selections |
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| Apply a look | Start from a tested style or an existing external look | Presets and custom 3D `.cube` LUTs |
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| Finish | Add restrained optical texture | Vignette and grain |
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| Stylize | Transform the pixels beyond normal grading | [Media Effects](/guides/media-effects) |
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| Dress | Add an authored HUD, flash, light leak, or freeze-frame layer | [Media Overlays](/guides/media-overlays) |
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Studio labels `whites`, `blacks`, and `temperature` as White Point, Black Point, and Warmth. Use the JSON keys shown in the data shape when authoring `data-color-grading` by hand or through an agent.
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## Support Matrix
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| Source / workflow | Supported? | What to expect |
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| --- | --- | --- |
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| 1080p SDR video | Yes | Best default path. Good for most uploaded/generated MP4/WebM/MOV media that browsers can decode. |
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| 4K SDR video | Yes | Works when the browser and machine can decode it. Preview/render cost is higher. A 4K source only produces 4K output when the composition/render is also 4K. |
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| 1080p / 4K images | Yes | Works on normal project-local images. Output resolution follows the element/composition render size, not hidden extra detail beyond that size. |
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| iPhone SDR video | Yes | Treat as normal SDR media when it is tagged/decoded as SDR. |
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| iPhone HDR / HLG / Dolby Vision-style uploads | Partial | The media can be loaded if browser/FFmpeg support the file, and Studio warns when HDR metadata is detected. The live Color Grading shader is still an SDR preview path, not true HDR grading. Use the existing [HDR Rendering](/guides/hdr) pipeline for HDR delivery and verify the output. |
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| HDR render output | Related, not new | HyperFrames already has HDR render support. Color Grading does not yet provide HDR-aware grading controls. |
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| LOG camera footage | Partial | Sliders and LUTs can be applied, but HyperFrames does not auto-detect camera LOG profiles or apply ACES/OCIO input transforms. Use a matching conversion/look LUT if you know the source profile. |
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| Rec.709 creative LUTs | Yes | Best LUT path today. Use project-local 3D `.cube` files. |
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| Camera conversion LUTs | Partial | Technically accepted if they are supported 3D `.cube` files, but correctness depends on the source footage matching the LUT's expected input color space. |
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| Full-scene grading including text/DOM | Not yet | Color Grading is media-only. Captions, text, SVG, and regular DOM overlays stay unchanged. |
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| Face/region-only grading or privacy | Not yet | Realtime effects process the whole selected `<img>` or `<video>`. Isolate the region into a separate cropped/masked media layer or use an external segmentation/tracking tool first. |
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| Remote media URLs | Partial | WebGL pixel processing requires compatible CORS headers. Project-local assets are the reliable path. |
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| Professional ACES/OCIO/HDR finishing | Not yet | Future render/color-management work, not this Studio shader path. |
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## How It Works
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Color grading is stored on media elements as `data-color-grading`:
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```html index.html
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<video
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id="hero-video"
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src="assets/hero.mp4"
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data-start="0"
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data-duration="6"
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muted
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playsinline
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data-color-grading='{
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"preset":"clean-studio",
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"intensity":0.85,
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"adjust":{
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"exposure":0.05,
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"contrast":0.08,
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"highlights":-0.08,
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"shadows":0.06,
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"vibrance":0.04,
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"saturation":0.04
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},
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"details":{
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"vignette":0.08,
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"vignetteFeather":0.72,
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"grain":0.12,
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"grainSize":0.25,
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"grainRoughness":0.55
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},
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"effects":{
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"blur":0.08,
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"chromaBleed":0,
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"tapeDamage":0,
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"tapeTracking":0,
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"tapeNoise":1,
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"tapeSpeed":0.5,
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"filmArtifacts":0,
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"halftone":0,
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"halftoneSize":0,
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"twoInkPrint":0,
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"twoInkPrintSize":0,
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"ascii":0,
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"asciiSize":0.066,
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"asciiInvert":0,
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"dither":0,
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"ditherSize":0.25
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},
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"palette":["#0b0d0d","#eee9db"],
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"colorSpace":"rec709"
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}'
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></video>
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```
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The runtime creates a sibling WebGL canvas for the media element, samples the current video or image frame, applies shader uniforms, then hides the native media only after a shader frame is ready.
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All pixel-level stages are stored together on the selected media element. An
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overlay is different: it is an ordinary editable composition layer above the
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media.
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## Studio Workflow
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Select a real `<img>` or `<video>` element in Studio to open the media tools:
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Select a real `<img>` or `<video>` element to open Color Grading in the Design
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panel.
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1. **Presets** shows every built-in starting point in a responsive preview
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grid. Hover to preview it on the selected media, click to apply it, or choose
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**Original** to return to the neutral preset.
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2. **Adjust** provides tonal and color correction.
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3. **Effects** groups configurable shader controls under Essentials, Retro &
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Glitch, Print, and Art.
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4. **Finish** provides vignette and grain.
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5. **Custom LUT** accepts a project-local 3D `.cube` file.
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6. **Overlays** installs Camcorder HUD, Editorial Flash, Organic Light Leak,
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or Freeze-Frame Cutout from the existing Registry.
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<Steps>
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<Step title="Inspect the source">
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Open **Scopes** and choose Histogram, Waveform, RGB Parade, or Vectorscope.
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Scopes refresh from the selected media frame and help identify clipped
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highlights, crushed shadows, channel imbalance, and saturation before you
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make creative changes.
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</Step>
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<Step title="Make the primary correction">
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Use Exposure, Contrast, Highlights, Shadows, White Point, Black Point,
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Warmth, Tint, Vibrance, and Saturation. Correct obvious source problems
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before applying a stronger look.
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</Step>
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<Step title="Shape tonal color">
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Use the Shadows, Midtones, and Highlights wheels. Each wheel provides hue,
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color amount, and level, so color and brightness can be adjusted within the
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same tonal zone.
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</Step>
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<Step title="Refine with curves">
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Use the Master curve for overall luminance, Red/Green/Blue curves for
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channel shaping, and Hue vs Hue, Hue vs Saturation, or Hue vs Luma for
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hue-selective adjustments.
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</Step>
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<Step title="Isolate a color when needed">
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Add a Color Selection, capture the current frame, and use the eyedropper to
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initialize its HSL qualifier. Switch to **Selection matte** to inspect the
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selected pixels, refine hue/saturation/luma range and softness, then apply
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bounded hue, saturation, luma, temperature, or tint correction. Up to four
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ordered selections are supported.
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</Step>
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<Step title="Choose a look and finish">
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Preview a built-in preset on the selected media or load a project-local 3D
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`.cube` LUT. Use vignette and grain only when they support the visual
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direction.
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</Step>
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<Step title="Compare and render">
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Hold the compare control to see the ungraded source. Scrub representative
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frames, verify faces and highlights, then render. The final render redraws
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the grading shader after exact video-frame injection.
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</Step>
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</Steps>
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An overlay inserted from this panel starts with the selected media, uses its
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duration, and is placed on the next visual track when one is known. It then
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behaves like any other composition layer: edit or remove it through Layers and
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Timeline. The left Catalog remains the browse-all Registry surface.
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To reuse the complete authored grade, use **Copy grade to** and choose
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**Current file media** or **All project media**, then click **Apply**. This
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copies the validated payload to other real media elements; it does not alter
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overlay, caption, or DOM layers.
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<Note>
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Color Grading is intentionally **media-only**. It applies to `<video>` and `<img>` sources. Captions, text, divs, SVG, and UI graphics remain ungraded unless you render them into media first.
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Color Grading is media-only. It processes real `<video>` and `<img>` elements,
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not captions, text, SVG, or arbitrary DOM. Use first-class media elements for
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visual assets that should remain editable and gradeable.
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</Note>
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<Note>
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Project-local media is the safest path. Remote media must be served with compatible CORS headers and should use `crossorigin="anonymous"` when pixel processing is needed.
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</Note>
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## What Each Professional Tool Does
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## Data Shape
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### Color Wheels
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```json
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{
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"preset": "clean-studio",
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"intensity": 1,
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"adjust": {
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"exposure": 0,
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"contrast": 0,
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"highlights": 0,
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"shadows": 0,
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"whites": 0,
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"blacks": 0,
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"temperature": 0,
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"tint": 0,
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"vibrance": 0,
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"saturation": 0
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},
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"details": {
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"vignette": 0,
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"vignetteMidpoint": 0.5,
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"vignetteRoundness": 0,
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"vignetteFeather": 0.65,
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"grain": 0,
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"grainSize": 0.25,
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"grainRoughness": 0.5
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},
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"effects": {
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"blur": 0,
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"pixelate": 0,
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"chromaBleed": 0,
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"tapeDamage": 0,
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"tapeTracking": 0,
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"tapeNoise": 1,
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"tapeSpeed": 0.5,
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"filmArtifacts": 0,
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"halftone": 0,
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"halftoneSize": 0,
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"twoInkPrint": 0,
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"twoInkPrintSize": 0,
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"ascii": 0,
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"asciiSize": 0.066,
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"asciiInvert": 0,
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"dither": 0,
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"ditherSize": 0.25
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},
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"palette": ["#0b0d0d", "#eee9db"],
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"lut": {
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"src": "assets/luts/look.cube",
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"intensity": 0.75
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},
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"colorSpace": "rec709"
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}
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```
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The three wheels target broad tonal zones:
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Omit `enabled`; the presence of `data-color-grading` implies that grading is active. All numeric controls are clamped by the runtime. The current color grading path is Rec.709/sRGB-oriented and assumes browser-decoded media frames.
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- **Shadows** shapes dark regions.
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- **Midtones** shapes most faces, products, and general scene color.
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- **Highlights** shapes bright regions and specular areas.
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`chromaBleed` is a bounded `0` to `1` treatment primitive that horizontally
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softens chroma detail while preserving the center sample's luma. It is useful
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inside restrained creator-camera/camcorder treatments; it is not VHS, CRT, RGB
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split, tracking noise, or a complete camera emulation.
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Use small amounts first. The **Level** control changes the brightness of the
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same tonal zone, while hue and amount introduce color.
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Most effect amounts and settings are normalized from `0` to `1`. Bloom supports
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up to `3`, bloom radius uses pixels, and enum controls use the integer choices
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shown in Studio:
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### RGB Curves
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- `tapeDamage` adds deterministic horizontal time-base instability, lower luma
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bandwidth, restrained ghosting, noise, sparse dropouts, and bottom-edge head
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switching. `tapeTracking` adds bounded moving horizontal tracking tears,
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`tapeNoise` scales tape noise and row jitter, and `tapeSpeed` controls their
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deterministic motion (`0.5` is normal speed). These three subordinate
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controls do nothing without `tapeDamage`. A complete analog-tape treatment
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may also use restrained `chromaBleed`, scanlines, RGB separation, and rare
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row tears; none of these controls adds CRT curvature.
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- `filmArtifacts` adds deterministic sparse dust and short scratches. Combine
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it with existing grain, vignette, color, and seek-safe GSAP gate weave for an
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8mm treatment. It does not change the frame by itself when set to `0`.
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- `halftone` blends in a four-angle CMYK print screen. `halftoneSize` controls
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its resolution-aware dot-cell size from fine to coarse. The channel angles
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and edge response use fixed print-oriented defaults to keep authored output
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consistent across agents.
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- `twoInkPrint` maps warm midtones and deep/cool shadows to fixed original
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vermilion and teal spot screens with a dark overprint on warm paper.
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`twoInkPrintSize` controls its resolution-aware screen size. Do not combine
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it with `halftone` or describe it as a named commercial print process.
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- `ascii` converts the selected media to a procedural 5x7 glyph field.
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`asciiSize` controls cell size and `asciiInvert` switches the light/dark ink
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polarity. It uses the first and last colors from `palette`.
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- `dither` applies a temporally stable ordered 4x4 Bayer dither.
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`ditherSize` controls cell size and all `palette` colors participate in the
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result. This is ordered dithering, not Floyd-Steinberg or another sequential
|
||||
error-diffusion algorithm.
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- `bloom` extracts bright pixels and runs a bounded half-resolution separable
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blur. `bloomRadius` controls its radius.
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- `monoScreen` provides configurable mono print shapes, angle, spread, invert,
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and palette controls.
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- `scanlines`, `crtCurvature`, and `chromaticAberration` provide display
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geometry and channel treatments with their related settings.
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- `digitalGlitch` provides deterministic line tears, blocks, displacement,
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selective pixelation, channel split, opacity, and speed controls.
|
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- `engraving`, `crosshatch`, and `kuwahara` provide stylized art treatments with
|
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their calibrated settings. Kuwahara uses bounded half-float intermediate
|
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targets when the browser supports them and otherwise reports unavailable.
|
||||
- **Master** remaps overall luminance.
|
||||
- **Red**, **Green**, and **Blue** remap individual channels.
|
||||
|
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`palette` accepts two to six exact `#RRGGBB` colors in authored order. Use
|
||||
dark-to-light order for normal luminance mapping; intentionally reverse the
|
||||
array for an inverted result. The runtime validates and lowercases colors but
|
||||
does not reorder them. ASCII, dither, mono screen, engraving, and crosshatch use
|
||||
it; a palette or subordinate setting alone does not allocate an effect. Omit it
|
||||
for the family default.
|
||||
Curve points are normalized `[input, output]` pairs. Endpoints are implicit,
|
||||
and each curve supports up to 16 points. An S-curve increases contrast; lifting
|
||||
the lower-left region raises shadows; channel curves can build split-tone or
|
||||
cast-removal adjustments.
|
||||
|
||||
When effects are combined, HyperFrames evaluates them in one fixed,
|
||||
deterministic order: source framing and multipass blur/Kuwahara preparation;
|
||||
chromatic and digital glitch; primary color grading and LUT blended by global
|
||||
intensity; grain and film
|
||||
artifacts; mono/engraving/crosshatch/halftone/two-ink/dither/ASCII; bloom,
|
||||
scanlines, vignette, and CRT display masking; then before/after comparison.
|
||||
Effects cannot currently be reordered. The fixed
|
||||
pipeline keeps Studio, playback, seeking, and final render behavior
|
||||
predictable.
|
||||
### Hue Curves
|
||||
|
||||
Studio exposes these controls in the selected media element's **Effects**
|
||||
accordion. Agents should choose one primary intent through the `media-use`
|
||||
skill, then either seed from a source-aware treatment recipe or inspect the
|
||||
canonical toolbox and assemble a bespoke combination:
|
||||
- **Hue vs Hue** moves a selected hue toward another hue.
|
||||
- **Hue vs Saturation** changes saturation around a selected hue.
|
||||
- **Hue vs Luma** changes brightness around a selected hue.
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||||
|
||||
```bash
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||||
hyperframes media-treatment --capabilities --json
|
||||
hyperframes media-treatment --capability kuwahara --json
|
||||
```
|
||||
Hue curve points are `[hueDegrees, delta]` pairs and wrap around the color
|
||||
wheel.
|
||||
|
||||
The first command reports a concise overview of every capability family. The
|
||||
focused query reports one family's or effect's controls, calibrated apply
|
||||
payload, render lane, palette support, and seek-safe animation paths. Use
|
||||
`--all` only for exhaustive tooling. Recipes are tested shortcuts, not the
|
||||
complete allowed surface. Persist the final combined payload with the same
|
||||
`hyperframes media-treatment` command; unknown keys are rejected before the
|
||||
composition is changed.
|
||||
### HSL Color Selections
|
||||
|
||||
## Custom LUTs
|
||||
A color selection qualifies pixels by hue, saturation, and luma, then applies a
|
||||
correction only inside that matte. This is useful for restrained tasks such as
|
||||
reducing an overly saturated shirt, cooling a background color, or protecting
|
||||
skin from a broad creative grade.
|
||||
|
||||
HyperFrames supports project-local 3D `.cube` LUT files:
|
||||
HyperFrames supports up to four ordered selections. These are static
|
||||
media-level qualifiers: they do not include object tracking, rotoscoping,
|
||||
facial recognition, or spatial masks.
|
||||
|
||||
```html index.html
|
||||
<img
|
||||
src="assets/product.jpg"
|
||||
data-color-grading='{
|
||||
"lut":{"src":"assets/luts/product-pop.cube","intensity":0.7}
|
||||
}'
|
||||
/>
|
||||
```
|
||||
### Scopes
|
||||
|
||||
Use `.cube` LUTs when users already have a look from another editor or camera workflow.
|
||||
|
||||
- HyperFrames currently supports 3D `.cube` LUTs for this path.
|
||||
- 3D cube LUTs up to `LUT_3D_SIZE 64` are supported.
|
||||
- 1D `.cube` LUTs and mixed 1D+3D LUT files are not supported yet.
|
||||
- Supported headers include common `DOMAIN_MIN` / `DOMAIN_MAX` and DaVinci/IRIDAS-style `LUT_3D_INPUT_RANGE`.
|
||||
- LUTs are not universal. A LUT looks correct only when the source footage roughly matches the LUT's expected input color space.
|
||||
- Rec.709 creative LUTs are the safest fit today.
|
||||
- LOG/camera conversion LUTs can be used, but HyperFrames does not yet manage camera color profiles for you.
|
||||
|
||||
## Render Behavior
|
||||
|
||||
Color Grading is part of the media runtime, so render uses the same settings as Studio preview. During render, HyperFrames injects exact video frames and asks the color-grading runtime to redraw before capture.
|
||||
|
||||
For 4K output, use the existing [4K Rendering](/guides/4k-rendering) workflow. Color Grading can run at 4K when the composition/render surface is 4K, but a 1080p source video does not become sharper just because the final render is 4K.
|
||||
|
||||
Performance follows the total number of treated pixels and the selected render
|
||||
lane, not only the number of media elements. Several tiled videos can be
|
||||
cheaper than several overlapping full-frame videos. Blur, Bloom, and Kuwahara
|
||||
use multipass rendering. When more than two full-frame multipass-treated media
|
||||
elements are visible together, verify continuous playback on the target
|
||||
machine and simplify or pre-render the stack if frames drop. HyperFrames does
|
||||
not impose a universal hard cap because GPU and decoder capacity varies by
|
||||
device.
|
||||
|
||||
For HDR output, use the existing [HDR Rendering](/guides/hdr) workflow. Color Grading currently warns on detected HDR media, but the grading controls themselves are not HDR-aware.
|
||||
|
||||
When grading a video, animate opacity on a wrapper element instead of directly on the `<video>` element. The runtime hides the native media and draws the graded result through a sibling canvas, so wrapper opacity preserves preview/render parity.
|
||||
|
||||
## What Belongs Where
|
||||
|
||||
| User wants | Use |
|
||||
| Scope | Use it for |
|
||||
| --- | --- |
|
||||
| Make uploaded footage look cleaner | Color Grading preset + adjust controls |
|
||||
| Use a look from another editor | Custom 3D `.cube` LUT |
|
||||
| Add polish to a product shot | Vignette, subtle grain, contrast, vibrance |
|
||||
| Blur or pixelate selected media | Effects panel |
|
||||
| Add restrained camcorder chroma softness | Effects panel or `effects.chromaBleed` through an agent |
|
||||
| Build an analog VHS treatment | `effects.tapeDamage` + bounded tracking/noise/speed + restrained chroma, scanline, row-tear, grain, and color settings |
|
||||
| Build an 8mm home-movie treatment | `effects.filmArtifacts` + grain/vignette/color + seek-safe GSAP weave |
|
||||
| Build a print/editorial treatment | `effects.halftone` + `effects.halftoneSize` |
|
||||
| Build a two-spot editorial print | `effects.twoInkPrint` + `effects.twoInkPrintSize` |
|
||||
| Build a terminal/editorial character treatment | `effects.ascii` + `effects.asciiSize` + an optional two-color `palette` |
|
||||
| Build a restrained multi-color pixel treatment | `effects.dither` + `effects.ditherSize` + a two-to-six-color `palette` |
|
||||
| Add an organic light leak | Install the finite `organic-light-leak-overlay` Registry block |
|
||||
| Build a freeze-frame cutout | Existing background removal + the `freeze-frame-dressing` Registry overlay block + host GSAP |
|
||||
| Make a presenter float over graphics | Existing [Remove Background](/guides/remove-background) workflow |
|
||||
| Put text behind a presenter | Existing `remove-background --background-output` workflow |
|
||||
| Render HDR delivery files | Existing [HDR Rendering](/guides/hdr) workflow |
|
||||
| Render 4K | Existing [4K Rendering](/guides/4k-rendering) workflow |
|
||||
| Remove a person and reconstruct the room | External video inpainting, not HyperFrames background removal |
|
||||
| Green screen keying | Preprocess with FFmpeg `chromakey` or a future HyperFrames command |
|
||||
| Grade every pixel in the full scene including captions/DOM | Future compositor or render post-process |
|
||||
| Professional ACES/OCIO color pipeline | Future high-fidelity color-management pipeline |
|
||||
| Histogram | Overall distribution from dark to bright |
|
||||
| Waveform | Brightness by horizontal image position |
|
||||
| RGB Parade | Channel balance and clipped individual channels |
|
||||
| Vectorscope | Hue direction and saturation |
|
||||
|
||||
## Agent-Friendly Examples
|
||||
Studio scopes analyze a captured selected-media frame. They are inspection
|
||||
tools and do not change the grade.
|
||||
|
||||
For AI agents, keep the instruction declarative:
|
||||
## Built-In Looks
|
||||
|
||||
```text
|
||||
Apply a clean studio preset to assets/interview.mp4, reduce highlights slightly,
|
||||
lift shadows, add subtle vignette, and keep captions ungraded.
|
||||
```
|
||||
HyperFrames ships tested shader-setting presets, not bundled LUT files:
|
||||
|
||||
Expected markup:
|
||||
| Intent | Presets |
|
||||
| --- | --- |
|
||||
| Natural and corrective | Neutral, Warm Daylight, Clean Studio, Skin Soft, Food Pop, Night Lift |
|
||||
| Editorial and tonal | Muted Editorial, Vintage Wash, Soft Boost, Bright Pop, Deep Contrast |
|
||||
| Monochrome | Mono Clean, Mono Fade |
|
||||
|
||||
Use these as starting points and tune them for the actual source. Presets that
|
||||
also activate a stylized shader treatment are documented under
|
||||
[Media Effects](/guides/media-effects).
|
||||
|
||||
## Agent Workflow
|
||||
|
||||
Agents should use the CLI as the normal authoring surface. The
|
||||
`data-color-grading` attribute is the persistence contract, not the first thing
|
||||
an agent needs to memorize.
|
||||
|
||||
Users do not need to name a technical control. Requests such as _"this
|
||||
interview feels too dark and cold"_ or _"polish the footage without making it
|
||||
look filtered"_ route through the `media-use` skill, which inspects the source,
|
||||
discovers the relevant contract, applies a deterministic payload, and verifies
|
||||
the result.
|
||||
|
||||
<Steps>
|
||||
<Step title="Discover the relevant surface">
|
||||
```bash Terminal
|
||||
hyperframes media-treatment --capabilities --json
|
||||
hyperframes media-treatment --capability grading --json
|
||||
```
|
||||
|
||||
The overview stays concise. Focused queries such as `wheels`, `curves`,
|
||||
`hue-curves`, `secondary`, `scopes`, or `lut` return exact controls, bounds,
|
||||
and examples.
|
||||
</Step>
|
||||
<Step title="Analyze the selected source">
|
||||
```bash Terminal
|
||||
hyperframes media-treatment \
|
||||
--project . \
|
||||
--file compositions/interview.html \
|
||||
--selector '#interview' \
|
||||
--analyze \
|
||||
--json
|
||||
```
|
||||
|
||||
Analysis measures a local media source and returns metadata, warnings,
|
||||
diagnosis, and a bounded suggested primary-correction patch. It does not
|
||||
replace visual judgment or automatically invent a creative grade.
|
||||
</Step>
|
||||
<Step title="Apply a validated grade">
|
||||
```bash Terminal
|
||||
hyperframes media-treatment \
|
||||
--project . \
|
||||
--file compositions/interview.html \
|
||||
--selector '#interview' \
|
||||
--grading '{"adjust":{"highlights":-0.08,"shadows":0.06},"wheels":{"midtones":{"hue":32,"amount":0.05}}}' \
|
||||
--apply \
|
||||
--json
|
||||
```
|
||||
|
||||
Use `--dry-run` when target or scope is uncertain. Use `--clear` to remove
|
||||
the complete treatment from the target.
|
||||
</Step>
|
||||
<Step title="Verify representative frames">
|
||||
Inspect more than one frame for video, compare before and after, and render
|
||||
a short draft when the grade is important to the final result.
|
||||
</Step>
|
||||
</Steps>
|
||||
|
||||
Agents should normally start from source analysis or a tested preset, then add
|
||||
small, explainable adjustments. Directly inventing many unrelated curve and
|
||||
secondary values is difficult to review and easy to overcook.
|
||||
|
||||
## Advanced Data Shape
|
||||
|
||||
The CLI and Studio persist the resolved grade in `data-color-grading`:
|
||||
|
||||
```html index.html
|
||||
<video
|
||||
@@ -353,26 +229,124 @@ Expected markup:
|
||||
playsinline
|
||||
data-color-grading='{
|
||||
"preset":"clean-studio",
|
||||
"intensity":0.8,
|
||||
"adjust":{"highlights":-0.08,"shadows":0.08},
|
||||
"details":{"vignette":0.08}
|
||||
"intensity":0.85,
|
||||
"adjust":{
|
||||
"exposure":0.04,
|
||||
"highlights":-0.08,
|
||||
"shadows":0.06,
|
||||
"temperature":0.03
|
||||
},
|
||||
"wheels":{
|
||||
"shadows":{"hue":218,"amount":0.04,"level":-0.01},
|
||||
"midtones":{"hue":32,"amount":0.05,"level":0.01},
|
||||
"highlights":{"hue":42,"amount":0.03,"level":0}
|
||||
},
|
||||
"curves":{
|
||||
"master":[[0,0],[0.28,0.25],[0.72,0.76],[1,1]]
|
||||
},
|
||||
"hueCurves":{
|
||||
"hueVsSaturation":[[0,0],[28,-0.05],[52,0]]
|
||||
},
|
||||
"secondaries":[{
|
||||
"enabled":true,
|
||||
"key":{
|
||||
"hue":{"center":28,"range":18,"softness":12},
|
||||
"saturation":{"min":0.15,"max":0.9,"softness":0.08},
|
||||
"luma":{"min":0.12,"max":0.95,"softness":0.08}
|
||||
},
|
||||
"correction":{"saturation":-0.04,"temperature":0.03}
|
||||
}],
|
||||
"details":{"vignette":0.05,"grain":0.03},
|
||||
"colorSpace":"rec709"
|
||||
}'
|
||||
></video>
|
||||
```
|
||||
|
||||
The contract rejects unknown keys and clamps numeric values to Core-owned
|
||||
bounds. Query the current contract instead of copying bounds into agent
|
||||
instructions:
|
||||
|
||||
```bash Terminal
|
||||
hyperframes media-treatment --capability secondary --json
|
||||
hyperframes media-treatment --all --json
|
||||
```
|
||||
|
||||
Use `--all` only for exhaustive tooling or contract inspection.
|
||||
|
||||
## Custom LUTs
|
||||
|
||||
HyperFrames supports project-local 3D `.cube` LUTs:
|
||||
|
||||
```json
|
||||
{
|
||||
"lut": {
|
||||
"src": "assets/luts/product-look.cube",
|
||||
"intensity": 0.7
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
- 3D `.cube` LUTs up to `LUT_3D_SIZE 64` are supported.
|
||||
- 1D and mixed 1D+3D `.cube` files are not supported.
|
||||
- Common `DOMAIN_MIN`, `DOMAIN_MAX`, and DaVinci/IRIDAS-style
|
||||
`LUT_3D_INPUT_RANGE` headers are supported.
|
||||
- HyperFrames does not bundle third-party LUT packs.
|
||||
- A LUT is only correct when its expected input color space matches the source.
|
||||
- Rec.709 creative LUTs are the safest current workflow.
|
||||
- Camera LOG conversion LUTs can be loaded, but HyperFrames does not identify
|
||||
camera profiles or apply ACES/OCIO input transforms automatically.
|
||||
|
||||
Never paste a `.cube` body into an agent prompt. LUT files commonly contain
|
||||
tens of thousands of numeric rows. Keep the file local and use metadata,
|
||||
validation, and rendered comparisons to evaluate it.
|
||||
|
||||
## Support Matrix
|
||||
|
||||
| Source or workflow | Status | What to expect |
|
||||
| --- | --- | --- |
|
||||
| 1080p SDR video | Supported | Recommended default path |
|
||||
| 4K SDR video or image | Supported | Higher preview/render cost; output resolution still follows the composition |
|
||||
| iPhone SDR video | Supported | Treated as normal browser-decoded SDR media |
|
||||
| iPhone HDR, HLG, or Dolby Vision-style upload | Partial | HDR metadata is detected and warned; the grading shader remains SDR |
|
||||
| HDR delivery render | Separate workflow | Use [HDR Rendering](/guides/hdr); grading controls are not HDR-aware |
|
||||
| LOG camera footage | Partial | Requires a known matching transform/LUT; no automatic camera profile management |
|
||||
| Full-scene grade including DOM/text | Not supported | Current grading targets individual media elements |
|
||||
| Face or region tracking | Not supported | Use a separate isolated media layer or external tracking/masking workflow |
|
||||
| Remote media | Partial | Requires compatible CORS headers; project-local assets are reliable |
|
||||
| ACES/OCIO finishing | Not supported | Outside the current browser shader pipeline |
|
||||
|
||||
## Render and Performance
|
||||
|
||||
The runtime creates a sibling WebGL canvas, uploads the current image/video
|
||||
frame as a texture, applies the same grading contract used by Studio, and hides
|
||||
the native source after a shader frame is ready. During final rendering,
|
||||
HyperFrames injects exact video frames and waits for the grading runtime to
|
||||
redraw before capture.
|
||||
|
||||
For 4K output, follow [4K Rendering](/guides/4k-rendering). A 1080p source does
|
||||
not gain new detail merely because the composition is rendered at 4K.
|
||||
|
||||
When animating a graded media layer's opacity, animate a wrapper rather than the
|
||||
`<video>` itself. The visible pixels are drawn by the sibling grading canvas,
|
||||
so wrapper opacity keeps the media and canvas together.
|
||||
|
||||
Project-local media is the safest path. Remote media must provide compatible
|
||||
CORS headers and should use `crossorigin="anonymous"` when pixel access is
|
||||
required.
|
||||
|
||||
## Related Guides
|
||||
|
||||
<CardGroup cols={2}>
|
||||
<Card title="Remove Background" icon="scissors" href="/guides/remove-background">
|
||||
Create transparent video/image cutouts for presenter and product overlays.
|
||||
<Card title="Media Effects" icon="wand-magic-sparkles" href="/guides/media-effects">
|
||||
Apply and animate shader-based optical, retro, print, and art treatments.
|
||||
</Card>
|
||||
<Card title="Rendering" icon="film" href="/guides/rendering#transparent-background">
|
||||
Render transparent overlays and final MP4/WebM/MOV outputs.
|
||||
<Card title="Media Overlays" icon="layer-group" href="/guides/media-overlays">
|
||||
Add editable HUD, flash, light-leak, and freeze-frame composition layers.
|
||||
</Card>
|
||||
<Card title="HDR Rendering" icon="sun" href="/guides/hdr">
|
||||
Render HDR10 outputs when your project uses HDR video or image sources.
|
||||
Render HDR10 outputs and understand the boundary with SDR grading.
|
||||
</Card>
|
||||
<Card title="4K Rendering" icon="up-right-and-down-left-from-center" href="/guides/4k-rendering">
|
||||
Render at 4K and understand what supersampling does and does not improve.
|
||||
Render at 4K and understand source-versus-output resolution.
|
||||
</Card>
|
||||
</CardGroup>
|
||||
|
||||
@@ -0,0 +1,320 @@
|
||||
---
|
||||
title: Media Effects
|
||||
description: "Apply deterministic shader effects to video and image media, combine them with color grading, and animate supported strengths with GSAP."
|
||||
---
|
||||
|
||||
Media Effects transform the pixels of a selected `<video>` or `<img>` beyond
|
||||
normal color correction.
|
||||
|
||||
Blur, pixelation, VHS damage, ASCII, dither, halftone, engraving, crosshatch,
|
||||
and Kuwahara painting all run inside the same media shader used by
|
||||
[Color Grading](/guides/color-grading). Effects can be combined with correction,
|
||||
color grading, finishing, and a custom LUT in one validated payload.
|
||||
[Media Overlays](/guides/media-overlays) are separate editable composition
|
||||
layers.
|
||||
|
||||
## Studio Workflow
|
||||
|
||||
<Steps>
|
||||
<Step title="Select real media">
|
||||
Select a project-local `<img>` or `<video>` in the preview, Layers panel, or
|
||||
Timeline. Effects do not appear for arbitrary divs or CSS background images.
|
||||
</Step>
|
||||
<Step title="Choose a starting point">
|
||||
Preview an effect-bearing preset or open the Effects section. A preset is a
|
||||
tested starting payload; it does not restrict further adjustment.
|
||||
</Step>
|
||||
<Step title="Tune the relevant controls">
|
||||
Effects are grouped by intent: Essentials, Retro & Glitch, Print, and Art.
|
||||
Enabling an effect uses a calibrated default, while its related controls
|
||||
remain adjustable.
|
||||
</Step>
|
||||
<Step title="Choose a palette when supported">
|
||||
ASCII, Ordered Dither, Mono Screen, Engraving, and Crosshatch can use an
|
||||
authored two-to-six-color palette.
|
||||
</Step>
|
||||
<Step title="Verify motion and framing">
|
||||
Play and scrub videos. Check at least the beginning, middle, and end when an
|
||||
effect moves over time. Confirm that object-fit/object-position framing
|
||||
remains correct.
|
||||
</Step>
|
||||
</Steps>
|
||||
|
||||
## Effect Families
|
||||
|
||||
### Essentials
|
||||
|
||||
| Effect | What it does |
|
||||
| --- | --- |
|
||||
| Blur | Defocuses or softens the complete media layer |
|
||||
| Pixelate | Converts the layer into a block mosaic |
|
||||
| Bloom | Adds thresholded glow around bright regions |
|
||||
|
||||
### Retro & Glitch
|
||||
|
||||
| Effect | What it does |
|
||||
| --- | --- |
|
||||
| Chroma Softening | Smears chroma while retaining central luma |
|
||||
| Tape Damage | Adds deterministic tracking errors, noise, ghosting, and dropouts |
|
||||
| Film Artifacts | Adds deterministic dust and short scratches |
|
||||
| Scanlines | Adds configurable horizontal display lines |
|
||||
| CRT Curvature | Warps media toward curved display geometry |
|
||||
| Channel Separation | Offsets color channels along an angle |
|
||||
| Digital Glitch | Combines line tears, blocks, displacement, pixelation, and channel split |
|
||||
|
||||
### Print
|
||||
|
||||
| Effect | What it does |
|
||||
| --- | --- |
|
||||
| Halftone | Renders source color through a print-dot raster |
|
||||
| Two-Ink Print | Reduces media to the built-in two-ink treatment |
|
||||
| Ordered Dither | Quantizes media into an ordered limited palette |
|
||||
| Mono Screen | Builds monochrome dot, shape, or line artwork |
|
||||
|
||||
### Art
|
||||
|
||||
| Effect | What it does |
|
||||
| --- | --- |
|
||||
| ASCII | Renders media as configurable procedural glyph cells |
|
||||
| Engraving | Translates luminance into directional engraved lines |
|
||||
| Crosshatch | Translates media into layered hand-hatched lines |
|
||||
| Kuwahara Paint | Applies edge-preserving painterly smoothing |
|
||||
|
||||
## Effect-Bearing Presets
|
||||
|
||||
`Creator Camcorder`, `VHS Playback`, `8mm Home Movie`, `Editorial Halftone`, and
|
||||
`Two-Ink Print` provide tested combinations of effect, correction, and
|
||||
finishing settings. Preview one as a starting point, then tune the underlying
|
||||
controls. They are normal shader payloads, not baked media or bundled LUTs.
|
||||
|
||||
## Agent Workflow
|
||||
|
||||
Agents should discover only the part of the toolbox relevant to the user's
|
||||
intent:
|
||||
|
||||
The user may simply ask for _"an old home-video feel"_, _"a useful privacy
|
||||
reveal"_, or _"something more graphic for this poster."_ The `media-use` skill
|
||||
classifies that intent, then queries the narrow effect or recipe details instead
|
||||
of loading the exhaustive contract.
|
||||
|
||||
```bash Terminal
|
||||
hyperframes media-treatment --capabilities --json
|
||||
hyperframes media-treatment --capability retro-glitch --json
|
||||
hyperframes media-treatment --capability digitalGlitch --json
|
||||
```
|
||||
|
||||
The concise overview lists capability families. A focused query returns the
|
||||
effect's calibrated apply payload, controls, render lane, palette support, and
|
||||
seek-safe animation path. Use the canonical payload instead of guessing
|
||||
sub-control defaults.
|
||||
|
||||
Apply a complete, validated combination in one mutation:
|
||||
|
||||
```bash Terminal
|
||||
hyperframes media-treatment \
|
||||
--project . \
|
||||
--file compositions/scene.html \
|
||||
--selector '#hero' \
|
||||
--grading '{
|
||||
"adjust":{"contrast":0.05,"highlights":-0.06},
|
||||
"effects":{
|
||||
"tapeDamage":0.65,
|
||||
"tapeTracking":0.55,
|
||||
"tapeNoise":0.25,
|
||||
"tapeSpeed":0.5,
|
||||
"scanlines":0.2
|
||||
},
|
||||
"details":{"grain":0.08,"vignette":0.06}
|
||||
}' \
|
||||
--apply \
|
||||
--json
|
||||
```
|
||||
|
||||
Recipes are tested shortcuts, not a closed list. An agent may assemble a custom
|
||||
payload when the source and intent justify it, but it should:
|
||||
|
||||
1. Choose one primary visual intent.
|
||||
2. Query the exact effect or family contract.
|
||||
3. Add only controls that visibly support that intent.
|
||||
4. Avoid stacking several dominant stylizations without a reason.
|
||||
5. Verify representative frames and a short render.
|
||||
|
||||
## Palettes
|
||||
|
||||
`palette` accepts two to six exact `#RRGGBB` colors in authored order.
|
||||
Dark-to-light order creates normal luminance mapping; reversing the array
|
||||
intentionally inverts that mapping.
|
||||
|
||||
```json
|
||||
{
|
||||
"effects": {
|
||||
"dither": 1,
|
||||
"ditherSize": 0.5
|
||||
},
|
||||
"palette": ["#080717", "#3c185f", "#d9339f", "#ff6b66", "#aafae0"]
|
||||
}
|
||||
```
|
||||
|
||||
Compatible effects are ASCII, Ordered Dither, Mono Screen, Engraving, and
|
||||
Crosshatch. A palette alone does not activate an effect.
|
||||
|
||||
Discover built-in palettes without copying their values into instructions:
|
||||
|
||||
```bash Terminal
|
||||
hyperframes media-treatment --capability palettes --json
|
||||
hyperframes media-treatment --capability electric-ink --json
|
||||
```
|
||||
|
||||
## Animation and Keyframes
|
||||
|
||||
The following paths have seek-safe CSS custom properties and may be animated by
|
||||
a paused, registered GSAP timeline:
|
||||
|
||||
- Global treatment intensity
|
||||
- LUT intensity
|
||||
- Exposure
|
||||
- Blur
|
||||
- Bloom
|
||||
- Kuwahara Paint
|
||||
- Pixelate
|
||||
- ASCII
|
||||
- Ordered Dither
|
||||
|
||||
Example blur-to-focus reveal:
|
||||
|
||||
```html index.html
|
||||
<div
|
||||
class="clip"
|
||||
data-composition-id="media-effect-demo"
|
||||
data-start="0"
|
||||
data-duration="4"
|
||||
>
|
||||
<video
|
||||
id="hero"
|
||||
src="assets/hero.mp4"
|
||||
muted
|
||||
playsinline
|
||||
style="--hf-color-grading-blur: 0.8"
|
||||
data-color-grading='{"effects":{"blur":0.8}}'
|
||||
></video>
|
||||
</div>
|
||||
|
||||
<script>
|
||||
const tl = gsap.timeline({ paused: true });
|
||||
tl.to(
|
||||
"#hero",
|
||||
{
|
||||
"--hf-color-grading-blur": 0,
|
||||
duration: 1.2,
|
||||
ease: "power2.out",
|
||||
},
|
||||
0,
|
||||
);
|
||||
window.__timelines = window.__timelines || {};
|
||||
window.__timelines["media-effect-demo"] = tl;
|
||||
</script>
|
||||
```
|
||||
|
||||
Author the initial custom-property value inline. Do not use timers, unseeded
|
||||
randomness, frame-zero `set()` calls, or `onUpdate` callbacks. Query an effect's
|
||||
focused capability to get its exact animation property and range.
|
||||
|
||||
Tape damage, digital glitch, film artifacts, and similar effects may contain
|
||||
deterministic internal motion even when their overall strength is not one of
|
||||
the keyframeable paths above.
|
||||
|
||||
## Important Effect Behavior
|
||||
|
||||
- **Tape Damage** is the primary analog-tape amount. Tracking controls moving
|
||||
tears, Noise controls row jitter/noise, and Speed controls their deterministic
|
||||
motion. Those subordinate controls do not activate tape damage by themselves.
|
||||
- **Film Artifacts** adds sparse deterministic dust and scratches. Grain,
|
||||
vignette, color, and optional seek-safe gate weave are separate choices.
|
||||
- **Halftone** uses fixed print-oriented channel angles and edge behavior.
|
||||
Cell size remains adjustable.
|
||||
- **Two-Ink Print** is HyperFrames' own fixed two-ink mapping. Do not describe
|
||||
it as a named commercial print process or stack it with Halftone by default.
|
||||
- **ASCII** uses procedural glyph cells. Size, style, ink behavior, rotation,
|
||||
and a compatible palette remain configurable.
|
||||
- **Ordered Dither** uses a temporally stable 4x4 Bayer matrix. It is not
|
||||
Floyd-Steinberg or another sequential error-diffusion algorithm.
|
||||
- **Bloom** extracts bright regions before blurring them; it is different from
|
||||
raising highlights or whites.
|
||||
- **Kuwahara Paint** smooths regions while preserving major edges. Radius,
|
||||
sharpness, and saturation shape the result.
|
||||
|
||||
## Deterministic Pipeline Order
|
||||
|
||||
HyperFrames evaluates combined treatment stages in one fixed order:
|
||||
|
||||
1. Source framing and multipass Blur/Kuwahara preparation
|
||||
2. Chromatic and digital-glitch transforms
|
||||
3. Primary correction, color grading, and LUT blended by global intensity
|
||||
4. Grain and film artifacts
|
||||
5. Mono, engraving, crosshatch, halftone, two-ink, dither, and ASCII
|
||||
6. Bloom, scanlines, vignette, and CRT display masking
|
||||
7. Before/after comparison
|
||||
|
||||
The order cannot currently be rearranged. A fixed order keeps Studio,
|
||||
playback, seeking, and final rendering deterministic and prevents agents from
|
||||
inventing incompatible effect graphs.
|
||||
|
||||
## Performance
|
||||
|
||||
Performance follows the number of treated pixels and the selected render lane,
|
||||
not only the number of elements.
|
||||
|
||||
- Blur, Bloom, and Kuwahara use multipass rendering.
|
||||
- Several tiled media elements can be cheaper than several overlapping
|
||||
full-frame elements.
|
||||
- When more than two full-frame multipass-treated elements are visible
|
||||
together, verify continuous playback on the target machine.
|
||||
- Simplify or pre-render a stack when preview frames drop.
|
||||
- Kuwahara uses bounded half-float intermediate targets when supported and
|
||||
otherwise reports itself unavailable.
|
||||
|
||||
For 4K delivery, verify the effect at the final composition size. Resolution-
|
||||
aware effects preserve their intended scale, but 4K still processes more pixels
|
||||
than 1080p.
|
||||
|
||||
## Low-Level Data Shape
|
||||
|
||||
Media effects live in the same persisted contract as grading:
|
||||
|
||||
```html index.html
|
||||
<img
|
||||
id="poster"
|
||||
src="assets/poster.jpg"
|
||||
data-color-grading='{
|
||||
"effects":{
|
||||
"ascii":1,
|
||||
"asciiSize":0.066,
|
||||
"asciiStyle":0,
|
||||
"asciiColor":1,
|
||||
"asciiRotation":0
|
||||
},
|
||||
"palette":["#001100","#00ff00"],
|
||||
"colorSpace":"rec709"
|
||||
}'
|
||||
/>
|
||||
```
|
||||
|
||||
Unknown keys are rejected and values are normalized by the Core contract. The
|
||||
CLI should remain the primary authoring surface for agents.
|
||||
|
||||
## Related Guides
|
||||
|
||||
<CardGroup cols={2}>
|
||||
<Card title="Color Grading" icon="palette" href="/guides/color-grading">
|
||||
Correct and grade media with scopes, wheels, curves, selections, and LUTs.
|
||||
</Card>
|
||||
<Card title="Media Overlays" icon="layer-group" href="/guides/media-overlays">
|
||||
Add authored HUD, flash, light-leak, and freeze-frame layers.
|
||||
</Card>
|
||||
<Card title="Keyframes" icon="diamond" href="/guides/keyframes">
|
||||
Edit and verify deterministic GSAP animation in Studio.
|
||||
</Card>
|
||||
<Card title="Performance" icon="gauge-high" href="/guides/performance">
|
||||
Diagnose source resolution, browser, decoder, and composition cost.
|
||||
</Card>
|
||||
</CardGroup>
|
||||
@@ -0,0 +1,187 @@
|
||||
---
|
||||
title: Media Overlays
|
||||
description: "Add editable, timeline-driven HUD, flash, light-leak, and freeze-frame dressing above video or image media."
|
||||
---
|
||||
|
||||
Media Overlays are authored HyperFrames composition blocks that sit above a
|
||||
video or image.
|
||||
|
||||
They add visual dressing such as a recording HUD, camera flash, light leak, or
|
||||
freeze-frame treatment without baking those pixels into the source media.
|
||||
Unlike [Color Grading](/guides/color-grading) and
|
||||
[Media Effects](/guides/media-effects), overlays are not shader properties.
|
||||
They are real HTML, CSS, and paused GSAP timelines installed from the
|
||||
HyperFrames Registry. Once inserted, they remain normal editable layers in the
|
||||
composition.
|
||||
|
||||
## Shipped Overlays
|
||||
|
||||
| Registry block | Purpose |
|
||||
| --- | --- |
|
||||
| `camcorder-hud` | Responsive REC indicator, battery, editable date placeholder, and timeline-driven counter |
|
||||
| `editorial-flash-overlay` | Finite neutral-warm light layers for a camera-flash cut or social reveal |
|
||||
| `organic-light-leak-overlay` | Finite CSS light leak for memory beats and motivated transitions |
|
||||
| `freeze-frame-dressing` | Timeline-driven paper, tape, and flash dressing for a freeze frame or background-removed subject |
|
||||
|
||||
These are first-party authored blocks. Their Catalog poster/video assets are
|
||||
previews only; the installed result is editable composition source.
|
||||
|
||||
## Studio Workflow
|
||||
|
||||
<Steps>
|
||||
<Step title="Select the media beat">
|
||||
Select the `<video>` or `<img>` the overlay should accompany.
|
||||
</Step>
|
||||
<Step title="Open Overlays">
|
||||
The Design panel shows responsive preview cards for media-treatment overlay
|
||||
blocks from the Registry.
|
||||
</Step>
|
||||
<Step title="Insert a block">
|
||||
Choose an overlay. Studio installs its composition source, aligns it to the
|
||||
selected media's start and duration, and places it on the next known visual
|
||||
track.
|
||||
</Step>
|
||||
<Step title="Edit it as a normal layer">
|
||||
Use Layers, Timeline, Design, or Code to change text, timing, color,
|
||||
opacity, animation, or placement. Removing the overlay does not alter the
|
||||
underlying media treatment.
|
||||
</Step>
|
||||
<Step title="Verify the complete beat">
|
||||
Play and scrub through the overlay's entrance, hold, and exit. Check the
|
||||
final render because the overlay, source media, and shader treatment are
|
||||
separate compositing layers.
|
||||
</Step>
|
||||
</Steps>
|
||||
|
||||
The left Catalog remains the browse-all Registry surface. The Overlays section
|
||||
is the media-focused shortcut for the selected beat.
|
||||
|
||||
## Agent Workflow
|
||||
|
||||
An agent may combine grading, a shader effect, treatment animation, and an
|
||||
overlay when they support one coherent intent. It should not treat them as
|
||||
mutually exclusive.
|
||||
|
||||
For example, a restrained camcorder treatment can combine:
|
||||
|
||||
1. A small source correction.
|
||||
2. Chroma softening and tape damage on the media.
|
||||
3. The `camcorder-hud` Registry block above it.
|
||||
4. A finite reveal or exit timed to the edit.
|
||||
|
||||
Discover overlays through the media-treatment overview:
|
||||
|
||||
```bash Terminal
|
||||
hyperframes media-treatment --capabilities --json
|
||||
```
|
||||
|
||||
Install one through the Registry:
|
||||
|
||||
```bash Terminal
|
||||
hyperframes add camcorder-hud --no-clipboard
|
||||
hyperframes add organic-light-leak-overlay --no-clipboard
|
||||
```
|
||||
|
||||
The command installs composition source under the project. The agent then
|
||||
embeds and times that sub-composition according to the host composition's
|
||||
normal rules.
|
||||
|
||||
Agents should:
|
||||
|
||||
- Use an overlay when it adds information, motivated light, or useful visual
|
||||
language.
|
||||
- Keep text and HUD fields editable.
|
||||
- Align finite overlays to a deliberate beat rather than leaving them active
|
||||
for the entire video.
|
||||
- Avoid adding decorative overlays automatically to accuracy-sensitive,
|
||||
brand-sensitive, or deliberately clean footage.
|
||||
- Verify that the overlay does not obscure captions, faces, product UI, or
|
||||
essential content.
|
||||
|
||||
## Choosing the Right Overlay
|
||||
|
||||
### Camcorder HUD
|
||||
|
||||
Use for creator-camera, home-video, recording, or found-footage language. The
|
||||
counter is timeline-driven and the REC behavior is deterministic. Edit the
|
||||
date/label placeholders instead of rendering arbitrary timestamp text into the
|
||||
source media.
|
||||
|
||||
### Editorial Flash
|
||||
|
||||
Use as a short cut accent or social reveal. It is finite by design and should
|
||||
land on a motivated edit, capture, pose, or beat. It is not a permanent glow or
|
||||
a replacement for shader Bloom.
|
||||
|
||||
### Organic Light Leak
|
||||
|
||||
Use sparingly for memory, warmth, film-language transitions, or a motivated
|
||||
light event. It is a CSS/GSAP overlay rather than a LUT and does not permanently
|
||||
change source color.
|
||||
|
||||
### Freeze-Frame Dressing
|
||||
|
||||
Use with a held frame or a subject cutout. The block provides paper, tape, and
|
||||
flash dressing; it does not perform background removal itself.
|
||||
|
||||
For a transparent subject:
|
||||
|
||||
```bash Terminal
|
||||
hyperframes remove-background subject.mp4 -o subject.webm
|
||||
hyperframes add freeze-frame-dressing --no-clipboard
|
||||
```
|
||||
|
||||
See [Remove Background](/guides/remove-background) for cutout and background
|
||||
plate behavior.
|
||||
|
||||
## How Overlays Combine with Pixel Treatments
|
||||
|
||||
The compositing model is:
|
||||
|
||||
```text
|
||||
source <img>/<video>
|
||||
-> color correction and grading
|
||||
-> LUT and shader effects
|
||||
-> visible media canvas
|
||||
-> HTML/CSS/GSAP overlay layers above it
|
||||
-> captions and other composition layers
|
||||
```
|
||||
|
||||
Color grading does not recolor overlay text or graphics. This is intentional:
|
||||
HUD labels remain crisp, captions remain readable, and an organic light leak
|
||||
can be adjusted independently from the source grade.
|
||||
|
||||
If an overlay should appear behind a subject, separate the subject into its own
|
||||
transparent media layer and place the overlay between the background and
|
||||
foreground layers.
|
||||
|
||||
## Editing and Reuse
|
||||
|
||||
Registry overlays are copied into the project rather than fetched at render
|
||||
time. This keeps rendering deterministic and lets teams:
|
||||
|
||||
- Change the HTML and CSS.
|
||||
- Replace labels and colors.
|
||||
- Retune the paused GSAP timeline.
|
||||
- Reuse the block across multiple compositions.
|
||||
- Remove it without changing the media's `data-color-grading` payload.
|
||||
|
||||
Keep host-specific timing and placement in the host composition when possible.
|
||||
That preserves the Registry block as a reusable visual unit.
|
||||
|
||||
## Related Guides
|
||||
|
||||
<CardGroup cols={2}>
|
||||
<Card title="Color Grading" icon="palette" href="/guides/color-grading">
|
||||
Correct and grade source media before adding visual dressing.
|
||||
</Card>
|
||||
<Card title="Media Effects" icon="wand-magic-sparkles" href="/guides/media-effects">
|
||||
Apply shader-based optical, retro, print, and art treatments.
|
||||
</Card>
|
||||
<Card title="Remove Background" icon="scissors" href="/guides/remove-background">
|
||||
Create transparent subject layers and paired background plates.
|
||||
</Card>
|
||||
<Card title="Keyframes" icon="diamond" href="/guides/keyframes">
|
||||
Edit deterministic overlay and host animation in Studio.
|
||||
</Card>
|
||||
</CardGroup>
|
||||
Reference in New Issue
Block a user