Plan It
Define the show, onboard the client. Add surfaces in BUILD IT, configure them in ENGINEER IT.
Build It
Add every display surface for the show. LED walls, projection screens, monitors, scenic. Configure each in ENGINEER IT.
Engineer It
Configure each surface. LED zones, grid, wiring. Projection throw, brightness, blending. Monitor specs. All per-surface.
1.3 — Moderate gain (brighter center, slight hot-spotting)
1.5–1.8 — High gain (ambient rejection, narrower sweet spot)
2.0–3.0 — Angular-reflective / ALR (ambient light rejecting)
3.0–5.0+ — Retro-reflective (specialty, very narrow viewing cone)
Higher gain = brighter center but narrower viewing angle and potential hot spots.
Basic Decision Making (BDM): 15:1
Analytical Decision Making (ADM): 50:1
Full-Motion Video: 80:1
Measured as (screen brightness + ambient) / ambient. More ambient = worse ratio.
Realistic: 1.75–1.85x (optical loss, alignment)
NitWit uses: 1.8x (industry standard estimate)
Requirements: Identical projectors, pixel-perfect alignment, polarization management for 3D. Edge blend before stacking.
Cable It
Map your signal chain from source to screen. Bandwidth validation, cable scheduling, and redundancy tracking.
Alt+drag to pan • scroll to zoom • Delete key removes selection
Fix It
Enter Sekonic readings, analyze gamma, calculate corrections with processor-specific guidance.
Match It
Select two screens to compare. Data auto-populates from your readings.
Wash It
Factor in the LD's stage wash to avoid orange talent on blue backgrounds.
● Daylight LED: 5600K ● Cool/HMI: 5600-6500K ● D65: 6504K
Paint It
Camera science, moiré risk, shader/CCU guidance. The bridge between your surfaces, stage lighting, and the camera.
If wash is 3200K and wall is 6500K: Camera balanced for 3200K makes the wall blue. Warm the wall toward 5000K as compromise, or accept the cool background.
If wash matches wall (~5600K): Sweet spot. Balance to 5600K — everything cohesive.
R/B Pedestal: Same but for shadows. Color cast in dark LED areas → fix here.
Matrix: Nuclear option. Adjusts how camera maps colors. Don't touch unless you know exactly what you're doing.
Golden rule: Fix at the source (processor, projector) BEFORE touching CCU.
Saturation trap: LED more saturated than projection. LED IMAG looks "punchier" next to projection. Reduce saturation on LED to match.
Viewing conditions: Audience in lit room adapts differently than camera sensor. Trust eyes alongside instruments.
Read it: Whites at 90-100 IRE, blacks above 0%. Squished middle = flat. Hitting top = clipping.
LED walls: White pattern → waveform should be flat line at 90-95%. Left side higher than right = wall uniformity issue — fix at processor, not CCU.
Broadcast: Whites ≤100 IRE, blacks ≥0 IRE. LED playback not going to broadcast has more headroom.
Read it: All three same height = neutral white. Red high = warm. Blue high = cool. R high + G low = magenta tint (Δuv visible through camera).
Workflow: 1) Correct wall to target. 2) WB camera to wash. 3) Point at white wall. 4) All three parade traces even = correct. 5) If not, adjust at processor first, CCU last.
Rule: If cranking CCU gains ±10-15%, something upstream is wrong.
Skin tone line (I-line): Between Yellow and Red (~10-11 o'clock). ALL skin tones fall on this line regardless of ethnicity. Saturation varies, angle doesn't.
Use it: Frame talent under wash. Trace clusters on I-line = correct. Rotated clockwise = too warm. Counter-clockwise = too cool / magenta contamination.
Matching: LED IMAG trace extends further from center than projection = higher saturation. Reduce at processor.
Skin tones: 55-70 IRE range (green). Yellow/red = overexposed. Dark blue = under.
Uniformity: Two LED surfaces same content should show same overlay. Different colors = brightness mismatch.
Key: Get exposure right FIRST. Underexposed = more saturated, harder to correct. Overexposed = clipped, can't fix.
Matters when: Content going to broadcast/stream. Illegal signals get clipped downstream — unpredictable shifts.
LED walls: Can display outside broadcast gamut (fine for in-room). Through camera to broadcast = must be legal. May need different color management per output.
Ignore when: Purely in-room, no broadcast. Use waveform/parade/vectorscope instead.
2 — White Pattern: Full white on wall. RGB parade: three channels even. If not → processor correction.
3 — Exposure: Talent + wall. False color: skin in green. Adjust iris/gain. Don't confuse exposure with color.
4 — WB Check: Parade on white shirt or wall: R/G/B even. Fine-tune WB or R/B Gain. Small moves.
5 — Skin Tones: Vectorscope. I-line. Rotated = hue shift from wash or wall.
6 — Gamut: (Broadcast only) Diamond. Everything inside. Outside = fix it or the truck will.
2/3" (Broadcast): CoC 0.013mm
1" (Sony FX6 crop): CoC 0.016mm
Super 35 (Cinema): CoC 0.019mm
Full Frame: CoC 0.030mm
Larger sensor = shallower DOF at same aperture = harder to get wall out of focus.
Each stop = ×2 light or ÷2 light. Higher number = smaller opening = deeper DOF.
Live events: f/2.8–f/5.6 typical. Dim wash = wide open = shallow DOF = moiré.
2:1 (1 stop) — Subtle, good for corporate IMAG
4:1 (2 stops) — Standard live event
8:1 (3 stops) — Scenic emphasis, strong wash needed
16:1+ (4+ stops) — Wall overpowering, talent underexposed
1 lux = 0.0929 foot-candles
Common wash levels:
50 fc (538 lux) — Dim corporate, interview
75 fc (807 lux) — Standard corporate
100 fc (1076 lux) — Bright stage, concert
150+ fc (1614+ lux) — Broadcast studio, outdoor fill
Test It
Industry-standard patterns at native resolution. Fullscreen display or PNG export for your media server.
PNG Export: Renders at exact native resolution — ready to load into your media server.
PNG is 8-bit RGB. For HDR workflows, generate in DaVinci Resolve.
White(191,191,191) Yellow(191,191,0) Cyan(0,191,191) Green(0,191,0)
Magenta(191,0,191) Red(191,0,0) Blue(0,0,191)
100% bars: Same order, 255 instead of 191.
Use 75% for broadcast calibration. 100% for full-range display testing.
How: Adjust brightness until super black and black reference are indistinguishable, but near black (+4%) is barely visible.
Full range (0–255): Super black=0, Black=0, Near black=10
Video range (16–235): Super black=0, Black=16, Near black=29
LED processors and media servers typically use full range. Broadcast monitors use video range.
RGB at 75%: R=191, G=140, B=107
All human skin tones cluster on this line regardless of ethnicity. Saturation varies (distance from center), angle does not.
Use this as a reference when checking skin tones on the vectorscope during shader time.
3x3 grid with center crosshair and corner marks. 10% tick marks on edges.
Use white lines for dark environments, amber for better visibility against warm scenic.
Lut It
Step-by-step guide for creating show-specific LUTs.
- Lock nits/brightness. Color readings change with brightness.
- White test pattern (255,255,255) full surface.
- Correct surface to target using FIX IT. LUT handles camera-to-display, not display color.
- Display color checker (X-Rite or gradient ramp).
- White balance camera to stage lighting.
- Record 10-15 seconds of checker through camera. Highest quality / LOG.
- Import into DaVinci Resolve. Color Match tool or manual grade. Export .cube (33-point 3D LUT).
- Load .cube into processor. See instructions below.
Format: .cube, 12-bit, tetrahedral interpolation.
1. Tessera Software → Processing → ChromaTune
2. Select "3D LUT"
3. Import .cube
4. Strength slider (start 100%)
5. LUT applies AFTER ChromaTune corrections
Tip: Save project after loading. Pomfort Livegrade pushes LUTs over network in near-real-time.
ASC CDL via Pomfort Livegrade:
1. Connect Livegrade Studio to Helios via network
2. Livegrade controls ASC CDL in real-time: Slope (gain), Offset, Power (gamma), Saturation
3. Two modes: Interactive (live adjustment) or Manual Upload
4. CDL is NOT a LUT — simpler math transform (multiply, add, power). Useful for on-set VP color matching without full 3D LUT generation.
1. Color LUTs: .cube format, applied to inputs — color space conversion, creative looks
2. HDR Conversion LUTs: Dedicated HDR↔SDR transform — separate from creative LUTs
3. User LUTs: Custom .cube files for specific workflows
Upload via LivePremier UI. All three can stack.
Also supports: BT.709 / BT.2020 gamut selection per input or output.
1. NovaLCT → Screen → Brightness & Color
2. Drag control points on individual R/G/B curves
3. Color temperature slider for global shift
4. Cabinet-level R/G/B gain/gamma for per-cabinet matching
Workflow: Instead of importing a LUT, manually shape curves to match your target. More hands-on than .cube import.
Use ProcAmp adjustments instead: Brightness (±100), Contrast (±100), Saturation (±100), Hue (±180°). Available per source, per layer, or per SuperSource.
Tip: Use FIX IT tab for slider-based correction guidance for Barco E2.
Use the 4-level color correction stack instead: Screen Color → Layer Color → Input Color → Output Color (availability varies by model).
P80: All 4 levels P20: Screen/Layer/Input P10/Q8: Screen/Layer only
Tip: Use FIX IT tab for slider-based correction guidance for Pixelhue.
Color.io: Browser-based LUT creation/conversion. No install. Works from phone.
LUT Generator (IWLTBAP): Desktop. HALD PNG → grade → convert to .cube.
Online LUT Creator: Browser HALD workflow (onlinelutcreator.com).
Steve Seguin's LUT-Maker (GitHub): Automatic via color reference cards.
Deliver It
Build a branded Content Specification Guide PDF. One click, every surface, every codec, every file naming rule. Plus AVIXA viewing distance and pre-pro output.
Run It
Multi-day cue sheets, preset matrices, DSM config, crew contacts. Push to Google Sheets for live collaboration.
Learn It
Field guide to every Sekonic C-800-U reading.
Target: D65 = 6504K (or your custom target).
Good: ±200K = solid. ±500K = workable. Beyond = visible on camera.
LED: Ship 6000-7500K. Factory cal but panels age. Projectors: User-adjustable CCT.
Why: THE measurement explaining pink walls. LEDs lean negative (magenta) due to phosphors.
Good: |Δuv| < 0.002 = excellent. < 0.005 = acceptable. Beyond = visible.
When: When precision matters. Brompton ChromaTune accepts direct xy input.
Lighting: Ra > 90 = good. > 95 = excellent.
LED walls: Less critical — TLCI more relevant for cameras.
Watch R9: Saturated red, not in average. LEDs often terrible. Affects skin tones.
Good: >90 excellent. 85-90 minor correction. <85 visible. <75 significant.
Action: Measure wash. Poor TLCI = conversation with LD BEFORE shader fights it.
Rg: >100 = oversaturating. <100 = desaturating. Directly relates to MATCH IT saturation matching.
Good: Rf > 90, Rg 97-103.
When: Matching LED wall to stage lighting for camera. High SSI = predictable through any camera.
Too close: Individual LED clusters, not blended output.
Too far (6+ft): Ambient contamination.
CRITICAL: Kill all other light sources. Cup hand or use black shroud if ambient unavoidable.
Projection: Measure from audience side at viewing angle, especially high-gain screens.