On 2/9/2010 8:52 PM, Mike Russell wrote:
> On Tue, 09 Feb 2010 16:14:44 -0500, Alan Browne wrote:
>
>> On 10-02-07 19:40 , Mike Russell wrote:
>>
>>>
>>> Photoshop can provide linear gradients, but not by default. Use
>>> Photoshop's gradient editor, set the smoothing parameter to zero, and no
>>> dither. Why did they do it this way? Why ask why.
>>
>> Hi Mike, I followed your instructions, but I do not get the 'standard'
>> Granger. I set no dither for both the spectrum and the gradient. I set
>> smoothing to 0 (for either and both). But I do not get the Granger w/o
>> the artifacts. Any idea what I'm missing?
>>
>> (If I do this with "HardLight" instead of Luminosity, it does work).
>
> Photoshop is giving an accurate result in both cases. The hard light layer
> will darken RGB values of the target layer for values less than 128, and
> lighten it for values greater than 128. The result is an artifact free
> Granger chart, similar to what you see from other products.
Hard light is not exactly the same, I managed to make a matching chart
with Screen mode above 128 and Multiply mode below 128. That's what most
programs call luminosity. The question is why the different approaches?
> Luminosity is a hue dependent function, weighted by the luminosity values,
> with b the darkest and green the lightest of the rgb primaries. It's not
> possible, in RGB space, for a pure blue to have a luminosity greater than
> 11%. Above that it is necessary to add white to the blue to get the value
> dictated by the luminosity layer.
>
> The zig zag artifact has six peaks, one for each primary of the HSL
> hexcone. Another way to think of it is a plot of the luminosity of various
> mixtures of r, g, and b, with blue being the darkest, and yellow being the
> lightest. Or think of it as a flattened cylindrical projection of the HSL
> hexcone.
>
> Jacob Rus has recently done a wiki page on HSL and HSB. The "set height
> from luma" operation shown in the geometric derivation illustration is what
> is happening with Photoshop's luminosity mode.
http://en.wikipedia.org/wiki/HSL_and_HSV
That first illustration looks a lot like what we are discussing here.
Math for luma figured into the best explanation I could find. That
explained the asymetrical humps in the PS version with 'luminance' but
what is the scheme that shows symmetrical peaks in the diagram and why
did the other programs chose that math for what they call luminance? The
big difference I saw was that if you convert to grayscale, the PS
version goes to a smooth transition where the other shows the colors for
their lightness: yellow is light, blue is dark, green and red
intermediate. The PS version preserves grayscale lightness/darkness as
can be seen in the last frame of the set below.
Here's examples and the blending modes used to achieve them:
http://www.flickr.com/photos/edgehil...7623375625518/
I also tried it in lab mode, out of curiosity.
#2 was pasted together from using those two blending modes for top &
bottom, then squishing them back to fit in a square. Most programs work
this way for what they call luminance. #1 is the default PS behavior.
At first I was just curious but I do use the luminance blending mode
pretty often on contrast type adjustment layers so that I can tweak
curves or levels without changing saturation. Normally a contrast
increase will give a more saturated image and I often like to keep
things subtle. I'm aware that lab mode is the better way to do this but
it's a hassle and I'm just not in the habit of working in lab. Is the
luminosity blend mode going to mess up my colors? Like if curves darken
a blue area, it looks like that might turn pale. Or maybe this really is
the better way to do it and actually preserves luminosity better.