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Bold Pop Colour F06

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Previews are illustrative demonstrations of the technique — not your footage. Your real edit is produced later by Claude Code.

F06 · Colour & Finish · intermediate · 3–600s

Drives saturation and vibrance hard on props and backgrounds, pushes a chosen accent hue, adds punchy contrast — while guarding highlights and skin from clipping or going orange.

Bold Pop Colour is a deliberate, high-energy look: backgrounds, wardrobe and props become vivid, one accent hue is pushed further so the frame has a signature colour, and contrast is punchy. Vibrance raises muted colours more than already-saturated ones, a soft-clip guard keeps any channel from flat-topping, and the skin qualifier stops faces from turning orange — so the energy comes from the world around the subject, not from a sunburnt presenter.

Try the parameters

Blend between the balanced footage (0%) and the full look (100%).

Extra boost for less-saturated colours.

The hue family that gets an extra push (background, props).

Soft-clip every channel at 98% so vivid colours never flat-top.

Qualify the ~20–30° skin hue range so the look does not shift faces.

Local path Claude Code can read. Never uploaded.

Best used for

  • — Youth and entertainment content
  • — Product drops
  • — Music-led edits
  • — Colourful sets and wardrobe

Assets

  • ● Source video required
  • ○ LUT file optional

Pairs well with

If assets are missing

If the set is mostly beige or grey there is little colour to pop — apply at 50% strength and let the accent colour come from graphics instead. If skin cannot be keyed cleanly (warm walls), lower saturation to 125% rather than risk orange faces.

Accessibility

Highly saturated reds and blues side by side can vibrate visually — avoid placing text on those borders. No flashing is introduced; keep caption contrast ≥ 4.5:1 against vivid backgrounds.

Individual prompt

updates with the parameters above
# CES style instruction — F06 Bold Pop Colour

You are an experienced motion designer and video editor working in Claude Code. Apply the **F06 Bold Pop Colour** technique to the supplied footage as specified below.

**B. Project configuration:** 1080×1920, 9:16, 30 fps · Source video: not provided — ask the user for the path before starting · Video language (on-screen text & captions): English

**Colour & Finish** — Bold Pop Colour is a deliberate, high-energy look: backgrounds, wardrobe and props become vivid, one accent hue is pushed further so the frame has a signature colour, and contrast is punchy. Vibrance raises muted colours more than already-saturated ones, a soft-clip guard keeps any channel from flat-topping, and the skin qualifier stops faces from turning orange — so the energy comes from the world around the subject, not from a sunburnt presenter.

### F06 Bold Pop Colour

- **When:** Applies to the whole video
- **Layer / track:** Whole composition
- **What it does:** Drives saturation and vibrance hard on props and backgrounds, pushes a chosen accent hue, adds punchy contrast — while guarding highlights and skin from clipping or going orange.
- **Parameters:** Grade strength (mix): 90%; Saturation: 145%; Vibrance: 35%; Contrast: 15%; Pop accent hue: #FFC21A; Highlight clip guard: on; Protect skin tones: on; Look LUT (.cube, optional): (not set)
- **Steps:**
  1. Apply the Bold Pop Colour grade as one global adjustment across the entire 1080×1920 @ 30fps timeline — every camera shot and b-roll clip gets identical settings; no shot is graded in isolation.
  2. Primary balance first (neutral whites, skin 60–70 IRE). Then contrast +14% (curves=master='0/0 0.25/0.2 0.5/0.5 0.75/0.8 1/0.98'), saturation 141% on non-skin hues (huesaturation=saturation=0.41:colors=g+c+b+m), and vibrance 32% (vibrance=intensity=0.32) so muted colours catch up with vivid ones.
  3. Accent push: qualify the hue family of #FFC21A (±15° around its hue, saturation > 25%) and raise its saturation a further 15% and luminance +3% — FFmpeg: huesaturation with colors set to the matching primary/secondary (e.g. y for yellow, m for pink) at saturation=0.15:lightness=0.03. Push only backgrounds and props; never the subject's face. Clip guard: after all boosts, soft-clip every channel at 98% (curves=all='0/0 0.9/0.9 1/0.98') and check the RGB parade — no channel may flat-top on saturated reds, neon or skies. Pull saturation back on that hue rather than accepting clipping.
  4. Protect skin: sample the median skin colour from a well-exposed cheek/forehead area (hex, e.g. 0xC08A6E — use the real sample) and build a hue-qualified matte around the ~20–30° skin hue range: [pre]colorkey=color=<skinHex>:similarity=0.16:blend=0.10,alphaextract,negate,gblur=sigma=4[skinMatte]; [balanced][skinMatte]alphamerge,colorchannelmixer=aa=0.9[skin]; [graded][skin]overlay=format=auto. This keeps faces on the vectorscope skin line (≈123°) while the look shifts everything else. Check the matte is soft-edged and does not catch wood, sand or orange props; tighten similarity if it does.
  5. No LUT supplied — build the look from the numeric controls below (they are the complete recipe). Never download or embed third-party LUTs; if the user later supplies a .cube file, apply it with lut3d=file=…:interp=tetrahedral before these trims.
  6. Remotion approximation (motion-graphics plates, previews, or when FFmpeg is not in the pipeline): wrap each footage <OffthreadVideo> in an <AbsoluteFill style={{ filter: "contrast(1.135) saturate(1.405) brightness(1.03)" }}>, then push the accent with a hue-qualified mask or a <AbsoluteFill style={{ background: "#FFC21A", mixBlendMode: "color", opacity: 0.25 }}/> restricted to the background matte (needs a subject mask, otherwise skip). CSS filters run in 8-bit display space, so for the final master prefer rendering the FFmpeg-graded footage and using that file in Remotion.
  7. Verify before export: grab one frame per shot (ffmpeg -ss <t> -i graded.mp4 -frames:v 1 shotN.png) and inspect ffmpeg -i shotN.png -vf "split[a][b];[a]waveform=mode=column:graticule=green:flags=numbers[w];[b]vectorscope=mode=color3:graticule=green[v];[w][v]hstack" scope.png. Vectorscope traces may reach ~75% of the radius on props but must stay inside the 100% target boxes; skin stays on the skin line with no orange push. Shots must match each other within ±2 IRE in skin exposure and ±3° in skin hue; fix outliers with a per-shot exposure/white-balance trim before the look, never by changing the look itself. Export at 1080×1920, 30fps, 10-bit or high-bitrate 8-bit with -pix_fmt yuv420p to avoid banding in gradients and skies.
- **Assets:** Source video (⚠ MISSING) · optional: LUT file
- **Fallback:** If the set is mostly beige or grey there is little colour to pop — apply at 50% strength and let the accent colour come from graphics instead. If skin cannot be keyed cleanly (warm walls), lower saturation to 125% rather than risk orange faces.

**G. Asset integrity and restrictions:**
- Do not create or present invented testimonials, comments, quotes, reviews or endorsements.
- Do not fabricate numbers, metrics, charts or results. Data visualisations use only the supplied data.
- Do not create fake screenshots or UI and present them as real. Illustrative graphics must be clearly illustrative.
- Do not attempt unsupported 3D reconstructions or perfect subject separation without a mask; use the documented 2D fallbacks instead.

**I. Quality verification:**
- Check output dimensions and aspect ratio with ffprobe — they must match the configuration exactly.
- Check the output frame rate and that the duration is within ±0.5 s of the target.
- Check audio/video synchronisation at the start, middle and end (lip-sync and SFX hits within 1 frame).
- Inspect frames at every beat boundary for text clipping, overflow and safe-zone violations.
- Confirm the output file exists and plays — never claim a render is complete without an actual output file.
- Report any missing asset or unimplemented effect explicitly.

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