--- In QuadtoneRIP@yahoogroups.com, "Joost Horsten" <j.h.j.h@...> > You seem more knowledgeable in this then I am, so I hesitate to take > to strong position here. But I don't think this can work in a general > sense. You assume that a change of hue has no effect on luminance. In > reality, a different hue will be realised with a different "sub ink > set" (e.g. cool vs. warm toners). In general they will need a > different linearization profile. To me, if their physical properties > are exactly matched your assumption is true. If that is not the case > (which is in practice, or at least I don't want to rely on it), a > change of hue will effect luminance. > > Having said the above, I can see how a modification of your proposed > workflow could work. If you make three curves, one for each primary, > I imagine one could build a host of different UIs/hue control > mechanisms on top of it. The ABW for one, the sliders as proposed by > Roy as another, a color-like workflow as proposed by David Tobie or > alpha-channels as proposed by Tom. And only three curves is already a > WORLD of difference, with the infinite amount of curves I would have > to make now in QTR to get all the hues and split-tones I would like > to try. > Ernst, While cycling to work, a further argumentation came to my mind. In your approach, where you write: "In this case it is a smaller gamut and it doesn't have to handle color just luminance. The only difference is that we exchange one hue for another to some degree and never extreme.", you seem to assume that hue (LAB a and b) axes can be assumed are orthogonal to the Luminance axis. That seems too coarse an assumption to me. I find proof in the fact that each of the UT3D hues (warm, cool, selenium) have slightly different linearization curves. They're similar, but different. The key point of QTR is to linearize the curves. And by doing so, the effect is that the hue axes on hand and the luminance axis on the other become orthogonal. And on top that orthogonal framework one could build these different hue control mechanisms (changing hue without changing the luminance). Joost P.S. This brings another possbile work flow approach to my mind. I'm not sure how it would work in practice, just throwing it into the group... In stead of working in an RGB space, as is currently discussed in the DB&WTP forum, on could think of working in LAB. In effect when working with QTR, we already do so, but restricted to a=b=0. So this seems much more natural for B&W. The "real B&W work" ;-) is done in the L-channel, adding the hues later happens in the a and b channels. QTR (in an enhanced version) could take the a and b values per pixel and interpolate between the (a,b) values of the curves. Of course, QTR needs to have this information, but feeding that info would be very similar to entering the linearization data (which are actually L) values of a step wedge. Of course, this is starting to build some kind of color engine, but the big differences with the icc-approach is that it would be much more natural for B&W (the a and b channels are completely optional) and it does not put any restriction on the ink set (any wild combination remains possible, since QTR deals with the peculiarities). In such a hypothetical workflow I would probably completely separate the luminance editing (the "real B&W part") and the hue editing, which is for me related to the printing process. In my current workflow I have basically three files: 1) the original RAW/DNG file (no or very basic editing done, just for archival purposes 2) the "master" file in which I do all the editing (as much as possible in a non-destructive way with adjustment layers) 3) the "print" file, a flattened version of the master file, adjusted to the appropriate size and resolution, sharpening applied. The hue editing would be done in the "print" file (or perhaps in an intermediate file between "master" and "print" Does the above make any sense?
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Re: QTR feature request - using 3 curves
2006-12-07 by Joost Horsten
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