CompuServe Thread

#Colour Printing From 3DS

6 messages in this thread
#127475From: Terry GilbertOct 6, 1994 11:18 AM
Don, It looks like you have received several suggestions such as Gamma, dot size and Renderprint software. Any of these may do the trick. You might also try an image adjustment in Photoshop to increase the dynamic range of the image. We have found that a lot of images rendered by 3DS don't have a full range from black to white. With Photoshop you can stretch the images range and give better contrast. There is a chance for some artifacts like banding but it will probably be to subtle to notice on an ink jet print. The command is /Image/adjust_levels. You can then either choose Auto or manually adjust the white and black points. This can really improve the look of a printed image as long as you don't over compensate. It might also be used in conjuction with some of the other suggestions to really tweak you output. Good luck. Terry Gilbert
#127550From: Russ Wood [Insight]Oct 6, 1994 5:04 PM
Terry, <<increase the dynamic range>> I haven't tried that yet. Do you have feel for what it is actually doing? Sounds like it may be taking the 256 color limit of 3DS and 'spreading' the range. Sounds like an interesting idea. <<don't over compensate>> What happens if you do 'over compensate'? Is that where the banding comes in? What kind of hardcopy / printer do you have? What print driver are you using? Thanks for the interesting idea, I'm off to do some 'stretching' …(g)… Russ Insight Development
#127694From: Terry GilbertOct 7, 1994 10:05 AM
:<<increase the dynamic range>> I haven't tried that yet. Do you have feel for what it is :actually doing? Sounds like it may be taking the 256 color limit of 3DS and 'spreading' the :range. Sounds like an interesting idea. When Photoshop adjusts the levels of an image it is shifting the lighter pixels towards white and the darker pixels towards black. You can also control where the middel gray falls but it usually not necessary. You should work with either Grayscale or 24-bit color images. These have a continuous range of values to work with and you will get less artifacts than working with 8-bit paletted color images. 3DS doesn't have a 256 color limit. Some of the outpupt formats are 8-bit 256 color formats and some are 24-bit 16.7 million color formats. TGA and TIF usually work best. Most printers and printer drivers work internally in 24-bit color so you really don't gain anything by using 8-bit images. :<<don't over compensate>> What happens if you do 'over compensate'? Is that where the :banding comes in? Yes, if you stretch a narrow range of values too much you get banding. :What kind of hardcopy / printer do you have? What print driver are you using? For the proofs that we print in-house we print to a Seiko postscript color thermal printer using windows postscript driver. :Thanks for the interesting idea, I'm off to do some 'stretching' …(g)… :Russ :Insight Development have fun <g> Terry Gilbert
#127711From: Russ Wood [Insight]Oct 7, 1994 11:24 AM
Terry, Thanks for the info. The 'stretching' seems to do some funny stuff. The threshold adjustment seems to have the most total effect while the shift is almost totally image dependant. Interesting. Our company writes printer drivers so we are 'somewhat' familiar with most issues regarding color ranges. However your 'dynamic range' provoked some interesting ideas from some of the 'brighter' types around here! THANKS. Russ Insight Development
#128283From: Don HaltonOct 11, 1994 4:31 AM
Thank-you again for all of the information. I am still a beginner at a lot of this and so some of the stuff was a bit beyond me, but I am encouraged by the wealth of help available and so readily given. I will investigate all of the areas suggested and when I feel I have some useful information, I will report back. Thanks again for the help, Don
#128384From: Russ Wood [Insight]Oct 11, 1994 4:48 PM
Don, <<wealth of help available>> You are quite welcome, and BTW, that's why we all hang out here too! …(g)… Russ Insight Development