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The advanced workflow

For photographers who already know what a tone curve does and want to get the most out of Photo Developer. The organizing idea is the pipeline — a fixed, documented order — and editing with that order in mind is what separates a clean result from a muddy one.

This guide assumes you've read the simple guide or don't need it.

On this page
  1. Why the pipeline order matters
  2. The Light panel, precisely
  3. Curves: parametric, RGB, and point
  4. The Tone Equalizer
  5. Selective color with HSL
  6. Local adjustments and masking
  7. Color Grading (split toning)
  8. Black & White done right
  9. Presence, Detail, Effects
  10. Diagnostic views
  11. Snapshots, copy/paste, presets
  12. XMP, portability, and Lightroom
  13. A suggested advanced pass

1. Why the pipeline order matters

Every adjustment flows through the same fixed sequence, regardless of the order you touch the panels:

RAW decode → Crop & Straighten → Spot Removal → Noise Reduction →
Light → Tone Curve → Tone Equalizer → Color → HSL →
Local Adjustments → Color Grading → Black & White →
Presence → Detail → Effects

The principle is broad before specific, corrective before creative. A few consequences worth internalizing:

You don't have to edit in this order, but understanding it tells you which tool to reach for. If contrast is fighting you, the answer is often a curve or the Tone EQ, not more Contrast slider.

A practical habit: work the inspector panels top to bottom. They're laid out to mirror the pipeline.

2. The Light panel, precisely

The Light sliders aren't generic. Knowing what each actually does lets you pick the right one:

Asymmetry worth knowing: the Shadows slider's positive (lift) direction is engineered to be stronger than its negative (darken) direction. If you're trying to darken shadows and it feels weak, reach for Blacks or a curve instead.

3. Curves: parametric, RGB, and point

Three curve tools, all stacking:

Master parametric curve — four zones (Shadows, Darks, Lights, Highlights) on a smooth spline. Build S-curves for contrast, inverse-S for matte, or push single zones. Predictable, no sudden jumps.

RGB channel curves — the same four zones, but per-channel. This is color-by-tone, not brightness: lift red shadows and lower blue shadows for warm shadows; push blue highlights for a cool, clinical look. Cross-processing lives here. Remember the distinction — the master curve responds to "how bright is this pixel?", the RGB curves respond to "what is this channel's value?", which is why RGB curves can shift hue and saturation.

Point curves — freeform draggable points for master and each RGB channel. Click to add, drag to shape, double-click to remove. They use monotone cubic (Fritsch–Carlson) interpolation, so they won't overshoot into artifacts the way naive splines do. Point curves stack on top of the parametric sliders — both are always live.

A caution on stacking. Curves, Light, and Tone EQ all push the same tones. Stacking several aggressive shadow/black moves can compress a wide input range into a thin output band — mathematically fine, but it can look like banding or "smearing" in smooth dark gradients. If you're committing shadows to black, do it deliberately with one tool (Blacks at -100, or a point-curve anchor at zero) rather than piling three half-measures on top of each other. If you hit etched or smeared dark transitions after heavy shadow work, that's the Shadow Cleanup slider's job (in Detail) — reach for it before stacking more darkening.

4. The Tone Equalizer: your most surgical tonal tool

Where Light and curves treat every pixel of a given brightness identically, the Tone Equalizer classifies each pixel into five luminance zones — Shadows (10%), Darks (30%), Midtones (50%), Lights (70%), Highlights (90%) — and adjusts them independently in EV (stops). Zones blend smoothly (cosine overlap), and the adjustment is multiplicative, so it preserves color ratios — no hue shifts when you push hard.

Reach for it when you want to darken a bright sky without darkening everything else at that brightness, or lift shadow detail without contaminating midtones. Hold Option while dragging a zone to see a red overlay of exactly which pixels it affects.

Note that zone classification uses a spatially smoothed (guided-filter) version of luminance, not raw per-pixel values — so it respects regions rather than speckling. One edge case: at extreme negative settings on a face against a dark background, the smoothing radius can occasionally pull background darkness into the face's classification. If faces go muddy under heavy negative Tone EQ, ease off or mask the subject.

5. Selective color with HSL

Eight hue families (red, orange, yellow, green, aqua, blue, purple, magenta), each with independent Hue / Saturation / Luminance. The channels overlap smoothly, so there are no hard seams between "yellow" and "green."

The everyday moves: deepen a blue sky's luminance without touching skin; shift yellow-green foliage toward warmer gold; desaturate one distracting color; nudge skin hue toward something more flattering. Use the Target Adjustment Tool (T) to click-drag directly on a color in the image and let Photo Developer figure out which channel you mean.

6. Local adjustments and masking

Everything above is global. Local adjustments confine an edit to part of the frame via masks, and each mask carries its own full slider set (exposure, contrast, highlights, shadows, whites, blacks, saturation, warmth, clarity, dehaze, blur).

Mask types:

Masks combine and refine — feather, expand/contract, invert — and stack without limit. They're stored in full-image coordinates, so they stay put even if you re-crop. Press O to visualize the active mask as a colored overlay.

Workflow note: local adjustments apply after global color in the pipeline, so a mask operates on your "finished" global look. Set your global edit first, then mask.

7. Color Grading (split toning)

Three-way tinting of shadows, midtones and highlights, each with hue, saturation and blending. For color images it applies after HSL; for black & white it applies after the conversion — which is the classic darkroom paper-tint effect (sepia shadows, cool blue highlights). Keep saturation restrained; split-toning reads best when you barely notice it.

8. Black & White done right

Skip "desaturate." The B&W panel is an eight-channel monochrome mixer: you control how each color family maps to grey. Drop the blue channel for dramatic dark skies; lift red and orange for luminous skin. This is what gives mono its tonal separation — the thing a flat desaturation throws away. Pair it with Color Grading for toned prints.

9. Presence, Detail, Effects — the finishing stack

Judge all of these at 100% zoom (Z). On the fitted proxy view, sharpening, NR and grain render at full pixel radii on a downscaled image, which overstates them relative to the actual export. The fit view is for composition; the 100% view is for finishing decisions.

10. Diagnostic views that catch problems early

Photo Developer ships several "show me the truth" toggles most developers don't:

11. Snapshots, copy/paste, and presets

12. XMP, portability, and getting in/out of Lightroom

This is where Photo Developer's "your edits stay yours" philosophy gets concrete. Every edit is a number, and those numbers are written to a plain-text .xmp sidecar next to your RAW — readable, diff-able, future-proof. Nothing is baked into the original.

What that means in practice, stated honestly:

The honest summary: the layer that's universally portable is your metadata and your basic tonal/color adjustments; the signature look is reproduced by the engine that made it. Photo Developer's advantage isn't that its full look is portable — it's that the look is stored transparently, as plain text you can read, in a format that won't strand your basic work or your metadata if you ever move on.

Useful XMP-adjacent commands:

KeyDoes
⌘SWrite current edits to the sidecar (no export)
⇧⌘C / ⇧⌘VCopy / paste develop settings
⇧⌥⌘VPaste settings to all open tabs

There are also command-line tools (dng2xmp, xmp-extract) for pulling embedded XMP out of DNG/JPEG/TIFF files into sidecars, if you're scripting an ingest.

13. A suggested advanced pass, start to finish

  1. Open, then ⇧⌘D for a Smart Develop baseline (or start clean with ⇧⌘R).
  2. Crop / straighten (R) — compose first; later masks track the crop.
  3. Spot-removal and noise reduction — fix the signal before you push tones.
  4. Light — set exposure, recover highlights, open shadows, place black/white points on the histogram.
  5. Curves — one considered S-curve or zone push; resist stacking.
  6. Tone EQ — surgical zone fixes (tame the sky, lift the foreground).
  7. Color → HSL — global vibrance, then targeted hue work.
  8. Local adjustments — masks for the few areas that need their own treatment.
  9. Color Grading / B&W — the creative grade.
  10. Presence → Detail — clarity/texture, then sharpen and clean at 100%.
  11. Effects — bloom, vignette, grain, last.
  12. Run the diagnostics — X (banding), J (clipping), then ⌘S and ⇧⌘E to export.

Work top-down, judge finishing at 100%, and let the pipeline do the sequencing for you. That's the whole method.

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