Nodes, order and render
Open the Color page with the Color button in the editor's top bar. Pick This clip to grade one clip, or Timeline for a grade that covers the whole video. At render time the clip grade runs first, then the timeline grade. Nodes run left to right. Add one with the + button or Alt+S, drag to reorder, and right-click to bypass, duplicate, reset or delete.
Color nodes that sit next to each other, such as Primary, Curves, HSL, CST and Film Look, are merged into one 3D LUT. Spatial nodes such as Glow, Film Grain and Noise Reduction, and any node with a mask, run as their own step. On export everything becomes FFmpeg filters such as lut3d, gblur, nlmeans and maskedmerge, rendered on your computer.
Masks, qualifiers and looks
Any node can be limited to one area. Windows come as a rectangle, circle or linear gradient, with angle, soft edge and invert. You can keyframe the position at the playhead, or use Follow face so the window tracks the biggest face in the clip. The qualifier selects a hue, saturation and luma range. Click a color in the preview with the eyedropper, then turn on Show mask to see what it picked.
The built-in looks are Warm, Cool, Punchy, Teal & Orange, Kodak-style, Moody, Clean Skin and B&W Film. A grade you like can be saved as a look, copied to another clip, or applied to all clips at once. Reel templates carry the timeline grade. Grab a still to compare clips with a wipe in the preview.
Limits to know
Nodes run in series on a single path. Parallel nodes and the layer mixer from DaVinci Resolve are not there yet. A qualifier on a spatial node, for example a Glow limited to skin tones, only shows in the rendered file. Noise reduction in the preview uses a lighter spatial version, and the temporal mode only runs at render time.
Stills for comparison last only while the editor is open. Polygon windows are not available yet, and neither are HDR grading or Rec.2020 output. Each spatial node adds one filter step to the render, and HookWise lists no RAM or GPU requirements, so try it on the footage you usually work with.