Color Equalizer allows selective hue, saturation, and brightness adjustment across ten continuous color regions.
The plugin was inspired by the scene-referred workflow of darktable's Color Equalizer module. The OFX adaptation keeps the central idea: change colors from the pixel's original color, with continuous response between neighboring regions and less tendency toward artificial edges in gradients.
Color Equalizer is distributed through MCNexus. Nexus provides distribution, licensing, update delivery, and product support. MCNexus is the desktop application used to activate, install, update, and manage the plugin.
| Plugin | Version | Distribution | Get Key |
|---|---|---|---|
| Color Equalizer | Current | OpenKey | Get Key |
Color Equalizer expands the conventional six-color workflow into ten connected regions:
Red · Orange · Yellow · Lime · Green
Teal · Cyan · Blue · Purple · Magenta
Each region has independent controls for:
Hue: shifts hue toward neighboring tones.Saturation: increases or reduces color intensity.Brightness: changes the region's luminance presence without creating a separate key.
The Hue Equalizer, Saturation Equalizer, and Brightness Equalizer groups
provide per-color controls and a master control for scaling the group's effect.
Hue, saturation, and brightness are evaluated from the same chromatic position,
keeping continuity between adjacent bands.
In RGB Spherical and OKLCH, the plugin converts once into the selected
model, applies the three combined deltas, and converts back to RGB. In
RGB Direct, the correction is applied directly through the relationship
between RGB channels.
Model / Space Type defines how the color position is interpreted:
RGB Direct: works directly with the relationship between RGB channels.RGB Spherical: uses a spherical reading around the neutral axis, with color direction, distance from gray, and intensity in the same model.OKLCH: uses a perceptual reading based on Oklab, useful for separating hue, chroma, and lightness.
Available input presets:
- ACES AP1 / ACEScct
- DaVinci Wide Gamut / Intermediate
- ARRI Wide Gamut 3 / LogC3
- ARRI Wide Gamut 4 / LogC4
The processing model is parallel. The Hue, Saturation, and Brightness groups do not form a serial stack where one adjustment feeds the next. All three groups are precomputed into one LUT, sampled from the pixel's original color position, and applied together in the same processing step.
Input RGB -> original color position
original position -> Hue Equalizer -> hue delta
original position -> Saturation Equalizer -> saturation gain
original position -> Brightness Equalizer -> brightness delta
Input RGB + combined deltas -> Output RGB
Current builds support:
- macOS, Apple Silicon and compatible Intel Macs
- Windows x64
Supported processing backends:
- Metal on macOS
- CUDA on Windows
- Use the
Get Keylink above to generate the OpenKey license with a GitHub account. - Open MCNexus.
- Activate Color Equalizer with the issued key.
- Install or update the plugin through MCNexus.
Lost key: open the same claim link with the same GitHub account to recover the issued license.
Color Equalizer is source-available for review, documentation, and technical transparency. Public access to this repository does not make the project open-source software.
See:
Official binary releases are distributed through Nexus and installed with MCNexus. Use only official MCNexus or project release channels for binaries, updates, and activation.