VRGDG_LUTS
Film-grade color grading on your video frames with a dropdown
- image
- image
VRGDG_LUTS is a one-stop color-grading node: feed it an image (or a batch of video frames - an IMAGE tensor is an IMAGE tensor), pick a look from a dropdown of 11 built-in .cube LUTs, and out comes the graded result. This is the "LUT loader" the pack's README had on its roadmap, now shipped.
For an AI music-video workflow this is quietly important. AI video comes out of the model flat and neutral; it's the grade that makes it feel like a music video instead of a tech demo. Being able to drop the same LUT across every scene chunk is what gives a whole multi-scene video one coherent look instead of forty slightly different color moods.
The inputs that matter
Most of the node is one dropdown plus a strength slider.
- lut_name - pick from 11 bundled
.cubefiles: cinematic ones (FGCineDrama,FGCineWarm,FGCineBright), filmic ones (Filmic_Bright_65,Filmic_Dark_65,Cool_Bright_65,Vintage_Fade_65), and a set of "Presetpro" emulations (Fuji Provia,Cine Grade,Ektachrome,Moody Grade). These ship with the pack, so there's nothing to download. - strength - 0 to 10, default 10 (full). Lower it to blend the graded image back toward the original; 5-ish is a good start for "grade, but don't relight the scene."
- device -
auto,cuda, orcpu. Leave it onauto; it picks the GPU when available. You only touch this if you're debugging a crash.
The image output is the same shape as the input, so this node slots anywhere between a decoder and a video save node - put it after the VAE decode and before the preview/save.
The mechanism, briefly
A .cube LUT is a lookup table that remaps colors - the same format video editors and DaVinci Resolve have used for years. Applying it here is a per-pixel remap on the tensor, and because it's one pass over pixels, it's cheap enough to run on long videos without melting your GPU. That's the whole trick: no model, no inference, just a color transform with an opacity blend on top.
Getting it
Same pack install as everything else:
cd ComfyUI/custom_nodes
git clone https://github.com/vrgamegirl19/comfyui-vrgamedevgirl
or ComfyUI Manager → search "vrgamedev", then restart. kornia from the pack's requirements is the dependency that does the heavy lifting here.
Where people get tripped up: strength maxes at 10, not 1. If you're coming from nodes where strength means 0.0–1.0, a "10" that looks fully applied isn't broken - that's full strength by design. And if the LUT looks too strong at default, slide strength down before blaming the LUT choice; the same .cube at strength 4 vs 10 is a completely different look. For a beginner this is probably the most accessible node in the pack - instant, no models, and a genuinely useful way to make a generated video feel shot rather than rendered.
Inputs (4)
| Name | Type | Default | Description |
|---|---|---|---|
| image | IMAGE | — | |
| lut_name | COMBO | 40 options: Bright_High_Contrast_Muted_Cool.cube, Bright_High_Contrast_Vivid_Green_Tint_Fuji_Provia.cube, Bright_Muted_Cool_Cinematic.cube, Bright_Muted_Cool_Magenta_Tint_Cool_Bright.cube, Bright_Vivid_Warm_Green_Tint_FGCineBright.cube, Bright_Vivid_Warm_Green_Tint_FGCineWarm.cube, +34 | |
| device | COMBO | auto | 3 options: auto, cuda, cpu |
| strength | FLOAT | 10.00–10 | — |
Outputs (1)
| Name | Type | Description |
|---|---|---|
| image | IMAGE | — |