AI vs Indie Filmmaking

Artificial intelligence (AI) has brought an onslaught of content, including deepfakes, parodies, visual storyboards, and even real commercials. Companies like Byrna and Baerskin are some that have leaned heavily into AI commercials. Various shows on the History Channel have been using AI content to depict historical events in lieu of produced re-enactments. Then there’s the controversy surrounding Tilly Norwood, a synthetic AI character produced and licensed by Particle6 Productions in the UK. Is it only a matter of time before producers use AI to replace traditional production methods for full feature films?

There are the obvious counter-arguments, such as the AI ‘look’. While that might be an issue for some, it’s not really new. Ever since the dawn of filmmaking, non-traditional production methods have been used. Within the last quarter century, films like Sky Captain and the World of Tomorrow and Final Fantasy: The Spirits Within are probably the closest equivalent to the current AI trend. Sky Captain used real actors, but Final Fantasy was totally synthetic, thanks to motion capture, a lot of 3D animation, and tons of SGI computing horsepower. They may have been groundbreaking for their day, but both were financial failures.

Fast forward to modern artificial intelligence production techniques

Brute force computation on-site has been replaced by logging into various LLMs with as little as a laptop. Meanwhile, some data center is crunching away to generate your prompts. The skills of talented computer animators have been supplanted by your ability is to visualize a shot and describe it in minute detail as a written prompt. However, one key difference in the production of a synthetic film up until now – whether it’s traditional animation, pseudo-realistic, or a hybrid – is that it typically requires a large team. AI-generated content is more conducive to having a single producer working on it. The vision has to be tightly controlled and the prompts kept consistent and specific. It’s harder to achieve good results when the creation of AI content is driven by a decentralized team. So the ‘director’ is often the primary creator of the content.

Let’s set aside the issue of the visual aesthetics of AI. Maybe it will get better and become more acceptable, maybe it won’t. It has clearly advanced in a short period of time. Hopefully, the frequent and unprompted hallucinations will stop happening. It’s hard to say. Personally I don’t think so, because of three factors: 1) AI is inherently ‘stupid’; 2) AI does not understand the real world in terms of physics, perspective, movements, etc; 3) There is no financial incentive for AI developers to make visual content better than it is now. That’s because other applications of AI are far more lucrative. For now, AI image generation is good enough for the majority of content creators and consumers.

Will there be a market for an AI-generated feature film? If you don’t include something done specifically for animation or anything that might only have novelty appeal, then I still think the answer is ‘yes’. However, that’s only true if the story is compelling or possibly if it’s a limited, straight-to-streaming project. Many viewers are fine with AI in its current form. Plus, if we are thinking in terms of Netflix, then there’s a huge potential international audience. While you might look at creating an AI feature film as a ‘cheaper’ way to tell your story and maintain total creative control, it’s not the easy route some might envision. So, is it a feasible option for a producer in the world of indie filmmaking?

Adobe Firefly image created by Oliver Peters. PROMPT USED: Two martial artists fighting in steampunk environment with 1970s film style.

Comparing an AI-based feature film project

Over a decade ago I wrote a Film Budgeting Basics post that took a look at the cost of indie filmmaking. If you assume that the film is non-union or produced under a special low-budget carve-out, then it could cost anywhere between $50K and $1 million for a 90-minute feature film.

Sadly, in spite of inflation, the rates outlined in that article are still more or less valid today. There are certainly fluke productions that get made at the bottom end of that range and become wildly successful. Nevertheless, most producers can expect to be closer to the $1 million end. The total time frame is typically nine months to a year. Between production and post, possibly as many as 100 folks have been involved. Filmmaking is team art. It’s rarely the total and complete vision of a single writer or director or producer working entirely on their own.

Let’s compare that to a hypothetical, synthetic 90-minute feature film produced exclusively with current AI tools. A typical dialogue-driven film will have around 1,200 shots, each averaging several seconds. However, the shooting ratio (filmed versus used) is likely between 4:1 and 10:1. Footage for all scenes is usually captured over a 20-30 day stretch on a smaller film, utilizing a handful of locations and sets. Often the editing starts on the first day of the shoot and carries through until everything is delivered. Within that time frame, ten weeks are usually budgeted for the editor and director to ‘lock the cut’ and finish the film creatively.

In the case of AI, these same 1,200 shots have to be precisely described (prompted), previewed, and the best version downloaded. Hallucinations and improper rendering of the prompts are inevitable, which means that there is still a good-to-bad shot ratio that’s similar to real production. Given that ratio, a person working for a solid day will probably average four or five good clips/shots each day. This means it will take a solid year to generate the entire film if you work five days a week. Add more time for potential shot changes and re-renders, which will likely push you into the first part of a second year. That effort is more than a real production, but less than the four years that it took to get Final Fantasy out the door. Trying to divide this into a team approach is likely going to cause additional problems, primarily of consistency.

Budgeting AI production costs

Adobe Firefly Galley Image. PROMPT USED: Ethereal tone, hyper-realistic close-up portrait, intense cinematic lighting with soft shadows, detailed facial textures and expressive eyes, moody dark background with subtle depth, ultra-sharp focus on the face, realistic skin tones, luxury fashion editorial aesthetic, shallow depth of field, rich contrast, emotional realism, award-winning portrait photography style, 8k detail, rich colors in background, slightly foggy environment, neutral expression,

The generation of AI content is not free. There are various deals and subscription plans based on AI credits. Every shot you create – even those that are heavily flawed – will cost you credits. You won’t know what the number of credits are for any given shot until it is created. Depending on the vendor’s plan, the allotment of credits may time out. In other words, if you are halfway through the month and have chewed through all of your allotted credits, you’ll have to wait for the month to roll over before you get a new allocation of credits. Conversely, if you don’t use up all of the credits in that month, you can’t save them to be used in the next month. Right now it’s the wild west when it comes to these various AI plans.

Credits are based on a number of variables, including complexity and length. For instance, if you upload a short, simple office shot with talent and prompt the AI engine to keep it largely the same, but change the background, then the number of credits charged will be relatively low. On the other hand, a completely generated one minute film opener will cost you a lot of credits. In fact, some services limited the length and/or resolution of a shot. Need something longer and you’ll be asked to upgrade the plan.

What about the cast?

We’ve all seen plenty of parody videos that use the likenesses of well-known actors, politicians, or celebrities without their consent. The creators get away with this because it is a parody and protected (at least in the US). But that doesn’t apply to a real film. You don’t want to rely on some arbitrary likeness created by the AI software, because you cannot vouch for the legal use of that persona. Therefore, you do need to hire an actual cast.

You can approach the production in three ways. One way is to simply photograph stills of your cast members in various positions and angles. These would be used as reference frames for the AI clips. Likewise, you can record and upload voice samples. This gives you ‘safe’ training content for the LLMs; however, you will need to work out an NIL contract (name, image, likeness) with each cast member. For example, maybe you have a cast of ten actors and you pay each $1,000 for the rights to use their image and voice in perpetuity as part of the film. That’s $10K for the cast.

The second approach would take this up a notch. You could record the entire script’s dialogue in advance with the real actors and then use that as the real audio. Some of the software options allow for matching the AI renders with lip-synced audio. Essentially this is similar to the production workflow used for animated films. Naturally, this increases the cost for the cast, their time, and studio session time.

The third approach would be to shoot all scenes with the real cast and cheap cameras in general environments. Those clips would be uploaded to the AI system with prompts to replace everything – only using those recordings as a guide. For example, an office background becomes a moody newspaper bullpen. An actress is replaced by her AI self wearing different clothing. The audio might be the real audio or possibly augmented with ADR sessions in post. Essentially this is analogous to the way the film A Scanner Darkly was created in 2006. Remember, that the AI is still recreating the entire shot, so the appearance of your actual cast members will be slightly altered in those rendered images.

Ultimately, this is hard to budget without knowing the exact method to be used. However, since some general production days are required, this becomes the more expensive of these three techniques. The upside is that these recordings can be ‘pre-edited’ to hone the story. Then those edited shots become the basis for [hopefully] a more accurate AI result, with ‘real’ performances and emotion.

Even with AI content, post production is required

You’ve generated all of the shots from detailed, descriptive prompts. If everything comes together as planned, there might only be several weeks of editing for refinement. However, if it doesn’t come together – and many films are truly built in the cutting room – you can assume the full ten weeks, along with more AI content creation to fix gaps.

You often don’t know what works and what doesn’t until you see a cut assembled. It’s at that point you realize which scenes and shots can be removed or rearranged. However, my guess is that you have less wiggle room to adjust the cut than with a standard film. That’s because the bad AI renders might not be useable alternate takes in the same way as an unused take in a regular film.

Color correction might also take longer, because the AI ‘look’ is so baked in. Compared with live action shot on film or in RAW or log using a digital camera, the colorist has much less latitude to creatively impact the aesthetics with tools like DaVinci Resolve or Baselight. If you are trying to shift the grade into a different style, the colorist has to work against the stylized color of those rendered clips.

Audio post rounds it all out. Depending on the digital performances of the synthetic AI ‘actors’, you might have a lot more time in ADR, as I discussed above. After all, there’s no real way to truly ‘direct’ the AI to get the range of emotion human actors would be able to give. Some of that can be mitigated in vocal performance recordings with a real cast at the start (as with animation) or through ADR after the fact. The bottom line is that audio post will likely require more ADR or voice recording time, the same amount or more for sound design, and the same number of mixing hours. The music score can also be created through AI, but it will likely be rather vanilla. You won’t get the same ebb and flow to the score in the way that a music composer would produce.

Closing thoughts

I’ve put together a back-of-the-napkin budget estimate for what a 100% AI-generated feature film might cost (click to enlarge or download the image). Naturally, this is more of an educated guess than anything else, simply because it hasn’t been done yet. Plus the economics of AI are evolving and there are many variables, as I’ve already outlined. Hopefully it’s a realistic starting point without cutting corners.

It should be noted that the biggest line item in my hypothetical AI budget is the cost of a director. However, if you yourself are the person generating the AI content and this is your project, then you are the director. Clearly in that case, it’s not a hard cost. However, it does represent the impact of opportunity-loss, because you would otherwise be doing billable work for other clients as a director. That’s definitely something to consider before jumping in.

I do think at some point we’ll see dramatic feature films created – or at least attempted – using only artificial intelligence as the production method. I’m not optimistic that the process will be worth the effort, nor that it will be financially successful. Naturally, I’m talking about a straightforward, dialogue-driven indie film. If the vision is fantastical or something that would get extraordinarily expensive in sets, VFX, and costumes, then AI can be a legitimate alternative in the future. The potential might seem appealing to some and frightening to others. Regardless, no one should view it as a ‘cheaper alternative’ to working on a real project with a team of creative, like-minded filmmakers.

©2026 Oliver Peters

Teezio Azul

Does the world really need another 1176 plugin? The folks at MixWave and Grammy-winning mixer Patrizio “Teezio” Pigliapoco certainly think so. Together they’ve partnered to develop the Teezio Azul plugin – a nod to Teezio’s own vintage 1176 Bluestripe compressor. As you’ve probably guessed, azul is Spanish for blue.

The 1176 Limiting Amplifier is one of the more famous hardware units prized by today’s mixers. It was first developed in 1967 by Bill Putman Sr. as a peak-limiting compressor using fast field-effect transistors (FET). The hardware went through several revisions that have come to be known by the color of the face plate – Bluestripe, Silverface, and Blackface. Original hardware units in good condition fetch crazy prices. Modern hardware versions aren’t cheap either.

On the digital side, there are plenty of plugin emulations – mostly of the Blackface unit. If you use Logic Pro or Final Cut Pro, then the stock Logic compressor also has two FET modes inspired by the Blackface and Silverface 1176s. Original hardware was only mono, but most of these plugins work in mono and stereo, as you’d expect.

The main characteristic of the 1176 compressor is its fast compression and punchiness thanks to the FET circuit design. The Bluestripe models were some of the earliest and thus the grittiest 1176 models. MixWave has stayed true to the aggression of the Bluestripe units, using Teezio’s 1176 to model the plugin. But they have also added some of the later refinements. Modern digital emulations come closer than ever to the sound of analog hardware systems, thanks in part to newer approaches, such as machine learning. (MixWave doesn’t specify their proprietary method in developing plugins.) 

As with other MixWave plugins, Teezio Azul features a top bar with presets, input and output gain, filtering, a wet/dry mix control, and up to 8X oversampling. Standard and Clean modes give you two flavors in one plugin. When set to Standard, the plugin retains the 1176 harmonics. This adds more ‘color’ as the signal is driven through the circuit. The Clean mode is more neutral. The GUI faceplate of the plugin holds the 1176 controls, including Input, Output, Compression Ratio, and VU meter settings. When the meter is set to OFF, the compressor/limiter section is disengaged, but the gain and filter controls on the top bar are still active.

Unlike other compressors, there are no threshold or knee settings on an 1176. Both functions are combined as part of the Input control. Crank up the Input dial to start compressing and turn down the Output to offset the level change. Holding Shift as you increase Input will simultaneously move the Output dial in the opposite direction. Turn the Attack and Release dials in the clockwise direction for increasingly shorter reaction times. That’s also a trait of an 1176. This is the opposite direction of rotation compared with other compressors.

The Azul has four compression ratio settings – 4:1, 8:1, 12:1, and 20:1. With none of the buttons engaged, the signal simply passes through without compression. Technically, anything over a 10:1 ratio is considered limiting, hence the 1176’s designation as a Limiting Amplifier. One of the legendary features of 1176 hardware was an All Buttons mode. It turned out to be a design fluke discovered by engineers when they started using it. If you pressed in all of the ratio buttons, the 1176 hardware would compress in a fast and very punchy manner. This feature is often left off of other 1176 emulations, but the Teezio Azul has it. Hold Shift and click any of the ratio buttons to engage the All Buttons mode for a very fast, aggressive style of compression. I wish the MixWave GUI designers had used more visual contrast with these buttons. That would make them appear more distinct when any of these virtual buttons are active.

I have several different plugins that emulate or are inspired by the 1176 hardware. MixWave’s Teezio Azul sounds the best of the bunch to me and is the only one of mine with the All Buttons feature. This works great on drums, as most mixers will tell you. I’ve never used the real hardware, so I have no direct comparison to the vintage gear. Nevertheless, the Azul sounds like I would expect it to sound.

You can definitely make it react in a super-punchy manner, but it’s not a one-trick pony. Dial back on the settings and you’ll get more subtle results that are appropriate for vocals, instruments, or your mix bus. A trick that many mixers like to use is to apply two stages of compression on a track, like a lead vocal. For example, you could use the Teezio Azul as the first compressor set to a higher ratio and faster attack, in order to shave off the peaks. Then follow it with a different compressor, like MixWave’s D.W. Fearn VT-7, to control the overall level and smooth things out.

While I can’t vouch for a direct comparison with hardware, I would imagine the plugin has to pass Teezio’s muster, since it’s been modeled on a unit that he considers his signature sound. In fact, the curated factory presets include several by Teezio, as well. If you check out other MixWave plugins, they tend to carry the original product or company name – not some cryptic ‘sounds like’ product name. That’s because of direct arrangements with the hardware brand owners. This does put MixWave into a premium price category for plugins. But you know you are getting quality and an authentic sound.

The MixWave Teezio Azul is available in all of the usual plugin formats and is activated using iLok. MixWave offers a free trial period and there’s currently a discounted introductory price.

©2026 Oliver Peters

FxFactory Pro 7

FxFactory has a long history with post users. Noise Industries’ first effort was developing effects for Avid Media Composer on the Mac. The company quickly transitioned to primarily supporting the original version of Apple Final Cut Pro with its original FxFactory product. Since those early days, FxFactory has evolved into a broad platform of audio and video effects supporting a range of Mac applications. It serves as a central management platform to install and support these plugins on your system.

Noise Industries now supports Premiere, Resolve, and others on the Mac with FxFactory, but the effects and templates specifically designed for Final Cut Pro and Motion still exceed the others. You might be using FxFactory because of its many partnerships with effects developers, such as Hawaiki, Sheffield Softworks, Ripple Training, PremiumVFX, SUGARfx, and countless others. However, unless you’ve purchased the separate FxFactory Pro bundle, you may be unaware that the company also offers its own advanced plugins. If you only purchased FxFactory Pro and none of the others, you would certainly have a comprehensive set of video effects plugins. These would greatly expand the stylistic options of your NLE or compositing application. And if you have several of these editing applications installed, then the FxFactory effects will be available in each.

Noise Industries recently launched FxFactory Pro 7 for Final Cut Pro, Motion, Premiere, After Effects, and DaVinci Resolve. If you are an existing FxFactory Pro customer, then you probably received an email promoting the upgrade at a discounted price. Even at full retail, this Pro 7 set of effects is well worth it to expand the creative look of your projects.

FxFactory Pro 7 isn’t just a simple version update. The engineers have done a major overhaul of its thousand or so effects templates. These are now optimized to work in a wide gamut color space. New AI-based, depth mapping features have been included, along with additional effects. The effect templates have been organized into 13 different groups: Blur, Color Correction, Distortion, Dot Array, Edge Work, Glow, Halftones, Sharpen, Spot Light, Stylize, Tiling, Video, and Vignette. Some older plugins still appear in the FxFactory Pro 5 group until they get redesigned.

It would be impossible to detail each individual FxFactory Pro 7 effect in this post. Be sure to check out their tutorials to better understand the new depth mapping features. Below is a random set of screen shots demonstrating a few of the diverse looks made possible by this latest update.

©2026 Oliver Peters

NOIZ One Series C and Chamber D

Audio effects plugins tend to come in two flavors. Either they emulate vintage analog gear with sonic character and skeuomorphic interfaces to match. Or they take a modern design approach that might have the vintage sonic character, but with interfaces designed for the era of in-the-box mixing. KIT Plugins lives in both camps. They have vintage covered thanks to their collaborations with Blackbird Studio and Norman Petty Studios. But if you want something with a modern look and feel, then there’s NOIZ Hub, as well as the separate KIT Plugins collection.

KIT’s NOIZ Hub collection includes four plugins: NOIZ 80s Lush (a guitar tone processor), NOIZ One Vox (a vocal channel strip), NOIZ One Series D (a set of three preamps), and NOIZ One Series C (a set of two compressors). I’ve reviewed NOIZ One Vox and find it quite useful on vocals. Now it’s time to dive a bit deeper with some testing of NOIZ One Series C.

NOIZ One C-54 and C-66

The NOIZ One Series C bundle includes two compressor plugins. The C-66 was inspired by the BB F66 compressor from KIT’s Blackbird category. The BB F66 is a faithful emulation of Blackbird Studio’s classic Fairchild 660 compressor. The C-54 was inspired by the BB N54 plugin. That in turn is based upon the Neve 2254 hardware compressor.

Both Series C compression plugins use the one-knob design philosophy. This simplifies and combines the dials and functions of a hardware device into a modern, streamlined interface and workflow. If you don’t care about ‘authentic’ skeuomorphism – or those knobs simply get confusing – then plugins that use the one-knob layout are a better choice. In the case of the C-54 and C-66, the developers have retained the character of the vintage hardware that’s inspired these plugins. The graphical look of the main knob is a nod to the plug that inspired this variation.

The C-54 and C-66 seem very similar at first glance. Both offer light and dark modes, global input/output controls, a wet/dry mix percentage, and one central Amount knob for all of the compression functions. The three Mode presets are how you change some of the compression character of each.

The C-54 is based on the original Neve’s diode-bridge design. The C-54 Mode presets are Low, Mid, and High to control how aggressive you want the compression to be. Turn up the Amount knob to control the compression. Attack and release times appear to be fixed with the Mode settings changing mainly the compression ratio. I don’t hear any active auto gain or make-up gain. Therefore, as you crank up Amount, you’ll need to compensate for the level change with the Output control. Unlike the BB N54, there is no separate limiter setting.

The C-66 is based on the Fairchild’s vari-mu tube circuitry. Its Mode presets are based on reaction speed: Slow, Medium, Fast. This equates to the Time Constant control on the BB F66 plugin. As a vari-mu style compressor, neither the BB F66 nor the C-66 offer a compression ratio setting. As you crack up Threshold on the F66 or Amount on the C-66 the ratio increases accordingly.

Finally, each includes a sidechain filter to control which frequencies are excluded from impacting the compressor. Most compressors only sidechain the low end so that bass information doesn’t prematurely kick on the compression. The C-54 and C-66 offer both high-pass and low-pass settings, which isn’t as common. Therefore, high-frequency spikes can also be excluded as triggers. Click SC Solo and you can preview the portion of the signal that’s impacting the compressor.

As you’d expect, the C-66 tends to react more smoothly, especially on the Slo Mode setting. With either plugin, if you leave the Input gain at a nominal level and then crank up both Amount and Output, you’ll still get a very clean result. Both plugins come with a useful set of curated presets for various types of tracks. But, you can certainly use the C-54 or C-66 on stems and buses, too.

NOIZ One C-54 and C-66 are designed to provide smooth compression with a simple and fast workflow. This makes them especially useful to video editors, as well as mixers. Editors usually try to avoid complex audio effects, so these two compressors are ideal and work well in most NLEs. Add C-66 to dialogue tracks to smooth them out. Then add C-54 onto the mix bus to tighten everything up.

Blackbird Studio BB Chamber D

Before digital reverb hardware was even a thing, recording studios often built dedicated reverb chambers. These ranged from iso booths to stairwells to attics. Contemporary software engineers have developed plugins that emulate the sonic character of various reverb chambers found in iconic recording studios worldwide.

KIT Plugins is no exception. Their Blackbird Studio collection includes BB Chamber A, which is a virtual copy of the Studio A chamber at Blackbird Studio in Nashville. One of the room’s unique features that’s reproduced in the plugin is a moveable ceiling. Raising or lowering it changes the response of the chamber. BB Chamber A is great on a variety of tracks, especially drums.

Now KIT Plugins has added BB Chamber D, which is based on the iso booth/chamber that’s part of Studio D at Blackbird. It’s a 79 sq. ft. room with a fixed 22 ft. 5 in. ceiling height. Just as with the BB Chamber A plugin, you have three source options: Direct (as if in the space, no speaker), PA (a PA style speaker), and Hi-Fi (full-range speaker). There are also three mic choices based on microphones commonly used in Blackbird’s chamber. Speaker types and mic selections are the same between the two chamber plugins. One key difference, aside from the ceiling, is that with Chamber A the mic position can be on the floor or mounted on the ceiling. The Chamber D position is only on the floor.

Several new items have been added. This plugin includes four levels of dampening within the room. That simulates adding sound cushions in the room to change its decay time and character – no cushions up to three cushions. You can alter the size and width of this virtual reverb chamber, which isn’t possible in the physical space.

Since the real Studio D reverb chamber is adjacent to the live recording space, another way the Blackbird engineers use it is to prop the door open and capture the acoustics from the main studio as they reverberate inside the chamber. This is replicated in the plugin by switching from Chamber to Live – just as if you are opening the door from the live room into the chamber. This becomes a very effective way to add natural reverb to any specific track or for the whole mix across the board.

You also have input/output gain, wet/dry mix percentage, saturation, filters, a 4-band EQ, and compression. The saturation and EQ character of BB Chamber D is based on KIT’s BB A5 plugin. That plugin was modeled after the real 96-input API Legacy console in the Studio D control room.

Overall, either Chamber A or Chamber D will yield good results. At their defaults, Chamber D has a slightly longer decay time. With their width controls at maximum, Chamber D also sounds slightly wider. As you’d expect, when you switch from Chamber to Live you get a huge difference in sound. I noticed some  distortion when listening to Live at 100% wet, even though the meters were at nominal levels. The same settings in Chamber were clean. So if you use the Live setting, be sure to check your levels and compensate as needed.

KIT Plugins offers a 14-day free trial. You can purchase any of their effects outright or get a NOIZ Hub subscription. Activation is via iLok.

©2026 Oliver Peters

KOLOR BASIS for FCP

Back in June I introduced you to KOLOR, a boutique software development company focused on professional grading tools for Apple Final Cut Pro. At that time they introduced their first product, the free Colour Space Transform plugin and its companion input and output device transform presets. They also posted a development roadmap on their website for upcoming products. 

The first item from that roadmap has recently been introduced. BASIS is a primary color correction plugin that builds upon the company philosophy of working within wider color spaces for high-quality color correction/grading, just like DaVinci Resolve. According to KOLOR, the advantage to BASIS is that the changes made in its corrections react as they would in-camera.

Applying the plugins

When you install BASIS, you get two FCP plugins – Colour Space Transform and BASIS. This is the same CST plugin as the free version. If you downloaded and installed those, both sets will exist on your system and show up in two different folders in the FCP Effects Browser. It doesn’t matter which transform plugin you choose, since each includes the same settings.

Add the CST effect to the clip in the first position. This is the input transform to convert from a clip’s log format (or Rec. 709) to the KOLOR Default space used by BASIS. The input transform should be set per-clip to match the correct camera, when different camera types are mixed in the same sequence. For example, ARRI Log C3 for Alexa clips, Sony S-Log 3 for some Sony cameras, and so on. Next, add the BASIS effect. Finally add a second CST effect after BASIS as the output transform. This changes from the KOLOR Default to your timeline setting (typically Rec. 709).

However, you might only need to apply the output transform to go from the KOLOR Default to Rec. 709 once for the entire timeline. In that case, you can simply add it to an adjustment layer placed over the whole timeline above all of the clips, instead of adding this to each individual clip. This is useful for when you apply a LUT to the sequence. That would be the case if you applied a Custom LUT effect after the output transform in the adjustment layer and then selected a Kodak film emulation LUT.

Grading with BASIS

BASIS is designed to work as a primary grading tool in a photometric manner. Its sections are divided into Exposure, Colour (color balance), Contrast, and Tone. Lastly, there’s a Chroma Mix percentage slider at the bottom of the plugin panel. There are no lift/gamma/gain color wheels nor other selective color options. Secondary grading tools will come as part of SPEKTRUM, one of the upcoming effects still under development.

BASIS works in a wider intermediate color space and uses the company’s own KOLOR Default color space. However, you can set that to different spaces in the CST effects and within BASIS. Alternate spaces that also work well could be DaVinci Intermediate, ACEScct, or ARRI Log C3. Select from the Input Color Space pulldown menu at the top of the BASIS effect. Just make sure to match these settings on the input and output transform effects if you choose something other than KOLOR Default.

The whole point of BASIS is to get a great-looking image as a starting point. For most projects, that’s all you need. Eric Lenz, one of the two principals at KOLOR, is also involved with EMUL8. Those products are also continuing to be developed. If you own some of the EMUL8 products, then feel free to add any of those effects before or after your output transform to enhance the look even more. Particularly useful would be their Look Designer and Density effects.

For color balance, the developers have done away with the common temperature and tint sliders. Instead, they’ve opted for a single color wheel. This works in a similar fashion to using the global wheel in the stock FCP color wheels tool. I think most people understand how temperature and tint sliders work, but you often have to go back and forth between the two sliders to get the right result. Moving the puck in the wheel while watching the image and/or scope can be faster and more intuitive. There’s also a saturation slider under the wheel.

The second innovation is how KOLOR implements the contrast curve. You can adjust sliders or you can open the curve display and use the mouse on that display to adjust overall, highlight, and shadow contrast. You can make adjustments in the curve by clicking and dragging a part of the line or hovering and scrolling.

As you hover offer a section of the curve, the part you are about to control is highlighted yellow on the curve graph. Scrolling up or down on the mouse causes either the overall curve or just a section of the curve to bend accordingly. Scroll up at the intersection of the XY axis and a smooth s-curve is created. Scroll downward and the curve flattens and contrast is reduced. Unlike other curve tools, there are no control points – neither fixed nor created when you click. The bottom section of the Contrast group is for Tone shaping. Here you can fine-tune levels for white, highlights, shoulder, midtones, shadows, black, and toe.

There are differences in how KOLOR calculates the color correction math versus the internal Final Cut Pro color tools. One thing you’ll notice right away is that over and undershoots are restricted. With the regular FCP tools you can easily push a signal below 0 or over 100 on the scope. Then you have to add an overall adjustment layer with a video limiter plugin to stay legal. Levels are properly restricted to between 0 and 100 when you use BASIS.

Auto Mask

As an FxPlug effect, these KOLOR tools support the new Auto Mask effect. With it you can automatically isolate skin, individual facial elements, and more – without the need to track the clip. However, because a mask is created, make sure to apply the mask within a second instance of BASIS in your stack of effects. For example, create the primary grade in BASIS 1. Add BASIS 2 and add Auto Mask for the face. Now make your BASIS adjustments, which are only being applied to the face in BASIS 2. This will come in handy to brighten facial exposure or darken a background; but it’s also good for instant green make-up around Halloween!

Final thoughts

Enhancing color grading in Final Cut Pro is a worthy endeavor, but it’s also a tall order. I’ve compared color space transforms on the same clip in both Resolve and Final Cut Pro. The resulting appearances are wildly different. For example, a Blackmagic Camera clip with the Blackmagic Film Gen 5 log setting looks correct when converted in Resolve. It’s brighter and more saturated in Final Cut.

This appears to stem from the DaVinci tone mapping that the DaVinci CSTs use, but which aren’t present in the ones from KOLOR. If you set the tone mapping to ‘none’ you’ll get the same level jump in Resolve. The difference is easy to correct, but don’t expect an identical appearance if you move between these two NLEs.

No other NLE offers as many third-party color correction tools from quite a few different developers than Final Cut Pro. That’s great news for the user community. If your footage is in a decent ballpark to begin with, then the primary grade you can achieve with KOLOR BASIS is largely on par with DaVinci Resolve. Sure, Resolve and Resolve Studio can get you farther if you really need to generate a stylized grade. But those types of projects are the exception and not the rule. If you think more in terms of a filmic approach to grading, then BASIS provides you with a solid toolkit.

BASIS runs on both Apple Silicon and Intel Macs with macOS Sonoma or later and Final Cut Pro 11.1.1 or later. KOLOR offers a free, fully-featured trial version of BASIS. The image will be watermarked until you purchase a licensed version. Since the cost is quite reasonable (49 Euros+VAT), KOLOR requests that companies with multiple workstations purchase a license for each seat.

©2026 Oliver Peters