Sean, What Michael said. He knows this stuff better than anyone, I think. I didn't realize that what you are attempting to do is use the linearization approach like you would for prints. As he said, you have to keep straight what you are trying to linearize - and that is you are trying to match a specific %gray on screen to the same %gray on the final print. The negative is the go-between, and the it is essentially 'backwards' from the print. More negative density equates to less print density and vice-versa. So if your print is too dark at a specific density on screen, you need to ADD density to the negative. It is not that easy, but once done, gives beautiful results. I'm sorry I forgot to put that essential piece of information in my original post, but except for that, it does describe the basic steps you will need to go through. Clay --- In QuadtoneRIP@yahoogroups.com, Michael Mutmansky <michael@...> wrote: > > Sean, > > And in response to your initial questions, you cannot do anything linear. > Nothing in this process acts in a truly linear fashion. In my experience. > That's why you'll have to do some testing and a bit of iteration. > > You cannot use the linearize function to produce a resultant UV density > except through a back-door approach of testing, and then taking the results > and applying them to the file as an adjustment curve. That will get you > pretty close, though. > > You can't use the reflected density values directly. You need to go through > the inversions and the Y-N formula to produce an adjustment curve that will > properly linearize the negative. > > > ---Michael >
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Re:Linearization - is the the most control available?
2007-08-31 by clayharmon47
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