ODIXBAT
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@odixbat·ULN, MN
GRADE
Odbat Batsaikhan
© ODIXBAT / 2024 COLORIST.NODE — ACTIVE
INPUT: RAW — OUTPUT: HONEST
DaVinci Resolve · Filmmaking · Creator Systems
47.8864° N
106.9057° E

ODBAT
BATSAIKHAN

COLORIST FILMMAKER EDUCATOR
// 01
01
Based in
ULAANBAATAR
// ABOUT

Most creators add more nodes when the grade isn't working. // the real problem is almost always earlier.

I'm Odbat — filmmaker, colorist, and creator educator based in Ulaanbaatar. I work at the intersection of cinema, color science, and independent creator culture.

I didn't learn color grading from tutorials. I learned it by watching films I loved until I could feel why they looked the way they did.

Now I help indie creators across Mongolia and Asia develop that same eye — without years of expensive guesswork.

"Your color grade isn't invisible because it's subtle.
It's invisible because it's honest."
// VITALS
ToolDaVinci Resolve
SpecialtyColor Grading
FormatIndie · Reel
RegionMN → Asia
Handle@odixbat
Status Open for work
// PORTFOLIO
SELECT
WORK
Each frame: left raw · right graded. Hover to reveal project details.
LOADING PORTFOLIO...
// TOOLS — DCTL

DAVINCI
RESOLVE
DCTLS

I build DCTL (DaVinci Color Transform Language) tools for colorists who want precision without bloated node trees. Every tool is built from a real grading problem I ran into myself.

Free for the community. More coming. Subscribe to the channel to get notified when each drops.

LanguageDCTL — C-like syntax
PlatformDaVinci Resolve 17+
LicenseFree / Open
DistributionGitHub + YouTube
Status In development
LOADING TOOLS...
GRADE
// CONTACT

LET'S
MAKE
SOMETHING
WORTH
WATCHING.

Open for filmmaking collaborations, color grading projects, and creative partnerships across Mongolia and Asia. No generic briefs. Come with a real project.

// Send a message
MESSAGE RECEIVED — I'LL BE IN TOUCH.
// Links
Instagram
@odixbat
YouTube
@odixbat
Threads
@odixbat
Email
[email protected]
DCTLS DROPPING SOON
Get notified when each tool releases — free for the community
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ABOUT PORTFOLIO TOOLS CONTACT
@odixbat·ULN, MN
VOL. 2
// PROJECT

VOL.
2

CategoryCommercial · 2024
ToolDaVinci Resolve 18
Color SpaceBRAW → Rec.709
GenreCommercial / Brand
ColoristOdbat Batsaikhan
// NOTES
Grade
Process
Breakdown

Multi-subject color grade across 5 talent. Scene-referred workflow, skin tone matching across different ethnicities and lighting conditions. This was one of the more technically demanding grades — each subject was shot in a different environment with different practicals. The challenge was making all five feel like they belong in the same film.

ABOUT PORTFOLIO TOOLS CONTACT
@odixbat·ULN, MN
GOLDEN HOUR
// PROJECT

GOLDEN
HOUR

CategoryCommercial · 2024
ToolDaVinci Resolve 18
Color SpaceS-Log3 → Rec.709
GenreCommercial / Brand
ColoristOdbat Batsaikhan
// NOTES
Grade
Process
Breakdown

Warm-toned commercial grade. The brief called for a golden hour feel that still felt honest — not oversaturated, not filtered. Built the warmth through selective hue rotation in the highlights while keeping the skin tones anchored. The balance between "feels warm" and "looks graded" is about 2 degrees of hue rotation.

ABOUT PORTFOLIO TOOLS CONTACT
@odixbat·ULN, MN
BLUE HOUR
// PROJECT

BLUE
HOUR

CategoryReel · 2024
ToolDaVinci Resolve 18
Color SpaceARRIRAW → Rec.709
GenreShort Form / Reel
ColoristOdbat Batsaikhan
// NOTES
Grade
Process
Breakdown

Cinematography and grade combined. Cool, desaturated shadows with retained warmth in the highlights. Talking head format graded for emotional clarity — the grade has to support the performance, not compete with it. Most of the work happens in the qualifiers.

ABOUT PORTFOLIO TOOLS CONTACT
@odixbat·ULN, MN
ZUD
// PROJECT

ZUD

CategoryFilm · 2023
ToolDaVinci Resolve 17
Color SpaceS-Log3 → Rec.709
GenreDocumentary Film
ColoristOdbat Batsaikhan
// NOTES
Grade
Process
Breakdown

Full documentary color grade. ZUD follows the aftermath of a Mongolian dzud — a severe winter disaster. The grade needed to communicate cold, scarcity, and space without becoming desaturated or flat. Kept the earth tones alive while pushing the blues into the shadows. The contrast is in the color temperature, not the lift/gain.

ABOUT PORTFOLIO TOOLS CONTACT
@odixbat·ULN, MN
BLEACH
// PROJECT

BLEACH

CategoryReel · 2023
ToolDaVinci Resolve 17
Color SpaceRec.709 → Custom
GenreReel / Experimental
ColoristOdbat Batsaikhan
// NOTES
Grade
Process
Breakdown

Custom DCTL bleach bypass look. The standard approach desaturates everything uniformly. This one desaturates luminance selectively — preserves the texture in the darks while washing out the highlights. Built entirely in DCTL. If you want the look file, subscribe to the channel.

ABOUT PORTFOLIO TOOLS CONTACT
@odixbat·ULN, MN
NEON NOIR
// PROJECT

NEON
NOIR

CategoryCommercial · 2023
ToolDaVinci Resolve 18
Color SpaceBRAW → Rec.2020
GenreCommercial / Digital Cinema
ColoristOdbat Batsaikhan
// NOTES
Grade
Process
Breakdown

High contrast commercial grade with punchy midtones. Finishing pass included HDR delivery and Rec.2020 output. The hardest part was keeping the neon practicals from clipping while the skin tones stayed believable. Handled with a highlight recovery node before the display transform.

ABOUT PORTFOLIO TOOLS CONTACT
@odixbat·ULN, MN
WINTER LIGHT
// PROJECT

WINTER
LIGHT

CategoryFilm · 2023
ToolDaVinci Resolve 17
Color SpaceS-Log3 → Rec.709
GenreNarrative Short
ColoristOdbat Batsaikhan
// NOTES
Grade
Process
Breakdown

Narrative short grade. The film relies entirely on available light and long lenses. The grade had to preserve the intimacy of the photography — any heavy-handedness would have broken the tone. Most nodes in this grade are doing less than you think.

ABOUT PORTFOLIO TOOLS CONTACT
@odixbat·ULN, MN
SPRING
// PROJECT

SPRING

CategoryCommercial · 2022
ToolDaVinci Resolve 17
Color SpaceARRIRAW → Rec.709
GenreCommercial / Brand Film
ColoristOdbat Batsaikhan
// NOTES
Grade
Process
Breakdown

Brand film grade. Clean, high-key with skin tones as the anchor point. Shot across 3 locations in variable conditions — the match grade was the main challenge. Consistent primaries across all three environments using a parade reference from the hero shot.

ABOUT PORTFOLIO TOOLS CONTACT
@odixbat·ULN, MN
.dctl
// Hue Manipulation
SKIN ANCHOR
WIP DaVinci Resolve 18+ · Rec.709 / DWG
TypeHue Manipulation
Min. Resolve18+
Color SpaceRec.709 / DWG
LicenseFree / Open
// ABOUT THIS TOOL

Most colorists handle skin protection with a qualifier + correction node on every shot. SKIN ANCHOR does it in a single DCTL with one slider — Hue Range. You define where skin lives on the vectorscope, it stays there regardless of what you do to the rest of the image. Built after grading a commercial where the talent moved between warm tungsten and cool LED sources mid-shot. The qualifier kept drifting. This does not drift.

// SKIN ANCHOR.dctl — Odixbat __DEVICE__ float3 transform(float3 p_TexelCoord, float3 p_Color) { // Input color in Rec.709 / DWG float r = p_Color.x; float g = p_Color.y; float b = p_Color.z; // ... transform logic return make_float3(r, g, b); }
Watch Tutorial ↗ GitHub ↗
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@odixbat·ULN, MN
.dctl
// Balance / Match
PARADE MATCH
WIP DaVinci Resolve 17+ · Scene Linear
TypeBalance / Match
Min. Resolve17+
Color SpaceScene Linear
LicenseFree / Open
// ABOUT THIS TOOL

Auto-balances lift/gamma/gain channels to match a reference parade reading. Feed it reference values for R, G, B across shadows, midtones, and highlights — it outputs the correction. No eyeballing neutrals on an uncontrolled monitor. Built after working on a project where I had to match 6 cameras in 2 hours with no calibrated reference monitor. This would have saved me 45 minutes.

// PARADE MATCH.dctl — Odixbat __DEVICE__ float3 transform(float3 p_TexelCoord, float3 p_Color) { // Input color in Scene Linear float r = p_Color.x; float g = p_Color.y; float b = p_Color.z; // ... transform logic return make_float3(r, g, b); }
Watch Tutorial ↗ GitHub ↗
ABOUT PORTFOLIO TOOLS CONTACT
@odixbat·ULN, MN
.dctl
// Look / Effect
BLEACH BP
Soon DaVinci Resolve 17+ · Rec.709
TypeLook / Effect
Min. Resolve17+
Color SpaceRec.709
LicenseFree / Open
// ABOUT THIS TOOL

Physically accurate bleach bypass simulation. The standard approach desaturates everything uniformly and crushes shadow detail. BLEACH BP desaturates luminance selectively — preserves the texture in the darks. Two controls: Strength and Shadow Protect. That's it. You do not need more than two controls for this.

// BLEACH BP.dctl — Odixbat __DEVICE__ float3 transform(float3 p_TexelCoord, float3 p_Color) { // Input color in Rec.709 float r = p_Color.x; float g = p_Color.y; float b = p_Color.z; // ... transform logic return make_float3(r, g, b); }
Watch Tutorial ↗ GitHub ↗
ABOUT PORTFOLIO TOOLS CONTACT
@odixbat·ULN, MN
.dctl
// Film Emulation
HALATION
Soon DaVinci Resolve 18+ · Scene Linear
TypeFilm Emulation
Min. Resolve18+
Color SpaceScene Linear
LicenseFree / Open
// ABOUT THIS TOOL

Film halation blooms red/orange into highlight edges. Controllable radius, intensity, and color temperature of the bloom. No external plugins. No After Effects roundtrip. Pure DCTL math running inside the node tree where it belongs. Works best in scene linear before your display transform — that is the correct place to do this.

// HALATION.dctl — Odixbat __DEVICE__ float3 transform(float3 p_TexelCoord, float3 p_Color) { // Input color in Scene Linear float r = p_Color.x; float g = p_Color.y; float b = p_Color.z; // ... transform logic return make_float3(r, g, b); }
Watch Tutorial ↗ GitHub ↗
ABOUT PORTFOLIO TOOLS CONTACT
@odixbat·ULN, MN
.dctl
// Tone / Contrast
ZONE MAPPER
Soon DaVinci Resolve 17+ · Scene / Display
TypeTone / Contrast
Min. Resolve17+
Color SpaceScene / Display
LicenseFree / Open
// ABOUT THIS TOOL

Ansel Adams zone system implemented as a DCTL interface. Divide the tonal range into 10 zones and adjust each independently. More surgical than a curve because each zone is isolated with minimal bleed into adjacent zones. Better for preserving highlight structure while lifting shadows than standard lift/gamma/gain. If you have been using curves for everything, try this once.

// ZONE MAPPER.dctl — Odixbat __DEVICE__ float3 transform(float3 p_TexelCoord, float3 p_Color) { // Input color in Scene / Display float r = p_Color.x; float g = p_Color.y; float b = p_Color.z; // ... transform logic return make_float3(r, g, b); }
Watch Tutorial ↗ GitHub ↗