Curves 101
divamum
Registered Users Posts: 9,021 Major grins
Anybody want to take a crack at explaining this? I use them, I've done some reading and followed some tutes (eg the dgrin one for pop by setting new black and white points, and a few others that were part of a long chain of retouching processes), but I pretty much just followed the instructions and don't feel I understand the principles well enough, and consequently, how/when/where/why to use it.
Thanks in advance!
Thanks in advance!
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I'll take a shot.
This is a very large topic. I'll talk about the principles of curves and
show how this principles apply to one example - setting the white point.
I'll assume that were in an RGB color space in 8-bit for simplicity.
In this case, every pixel in the image is represented by three numbers,
the Red, Green, and Blue values of that pixel. These numbers go from 0
to 255. What a curve does is change these values.
Take a look at a curves dialog box:
If you think back to high-school math, this is just a graph of a function.
The function shows how the new pixel values are changed based on the old
pixel values. In this case, the channel we're operating on is RGB. This
is called the composite channel, and it means that we are going to transform
the pixels in each of the R, G, and B channels identically. In effect, we
are not changing the color, but only the brightness.
The horizontal axis represents the inital value of the pixels, and the
vertical axis represents the new value of the pixels. To see how a given
pixel value is transformed, do something like this:
The red lines show how this curve takes a particular pixel value and
changes it. In this case, it changes it to the same value.
This is the curve displayed before you do anything to it (a linear
curve), the value of each pixel remains the same. So there is no change.
Here is a different curve:
This curve increases (brightens) each pixel (unless the pixel is already
as bright as possible, that is value 255, or has a value to the right of where the curve
flattens at the top):
You can see by following the red lines that the changed value of the pixel is
higher than it's original value. Two other things to note here. One is that
a pixel with values of 0 in each channel (darkest black) will not be changed.
The other is that the pixels are brightened the most if they are initially
bright (high values) and are brightened the least if they are initially dark
(low values).
This is a curve you could use to set a white point. You set the upper point,
moving the top of the line to the left so that the brightest spot in the image
gets close to the highest possible value.
Here is an example of an image that needs to have a white point set.
I used exactly the curve above to get this.
This image has a good black point. With the curve, I am now using the full range
of brightness. The resulting image is both brighter and less flat (more contrast).
This is a very basic example to illustrate the principles. It is not how I would
do it on a real image, but I would apply the same principles in a different way.
I'll just mention a few other related topics. You can use curves to adjust contrast.
We did that here, as a side effect of setting the white point. But you can do it
more purposefully. In general, you want the most contrast in the most important
part of the image. So you want to set a curve with the steepest part covering the
part of the image that's most important. Here it's the mission, which is in the mid-tones, and this curve
does that:
The result is this.
Note that the mission is much better, but note that the sky isn't as good. It's a
zero-sum game. When you boost contrast in one place (here, the mid-tones), you
lose it in others (darker and lighter areas).
Again, this is for illustration purposes, and it is not how I would do it myself, but
I would apply the same principles in a different way.
Once you understand how to apply this, you can use the same technique to great effect
on individual channels, and in other color spaces. Like I said initially, this is
a very large topic.
I think the fundamental problem is that the user interface (curves) is intrinsically a mathematical thing, you're dealing with a graph of a function, and you're modifying the function to do something. It's hard to explain it without the math. If you get the math, it's easy. If you don't, it's difficult.
This is, I think, the attraction of the user interface in Camera Raw (and, I gather, Lightroom, with which I have minimal experience). You get some sliders like "Clarity" that effectively do a curve of a certain type, but you don't have to think about what it's doing. And that's not bad.
You lose some flexibility, and you gain ease of use. It's all trade-offs.
It's best to use the RGB channel setting initially. Start by moving the end points of the curve up and down and left and right. Observe what they do to the tonality of the image. Then take the default line and add a single point in the middle. Drag it up and down and observe the results. Finally, do the same with a point one quarter of the way along the default line and then three quarters of the way.
The key points to remember are: the points along the horizontal access correspond to the luminosity values of the underlying layer (input) and the height determines the result of applying the curve (output). The steeper the shape of the curve, the greater the contrast in that area of tonality.
Once you fully grasp how the shape of the curve affects luminosity, you can then apply what you have learned to individual color channels, but that's a more complex topic.
HTH.
Have to be careful with the analogies because not all controls work like curves. Recovery and Fill Light don't produce pure curve effects because they use masks, and Recovery uses some cross-channel calculations. Clarity has nothing to do with curves at all, it's local (regional) contrast only, another masked effect based on sharpening radius.
I'm terrible at math so for me curves come down to a few ideas.
1. You make the curve steeper where you want more contrast, and shallower where you want less contrast.
2. To make it steeper in one part, you must make it shallower (lose contrast) in another part, so make sure you keep the steep parts in areas that matter and the shallow parts in areas that don't matter.
3. You don't need to use curves if all you want is to move the black point (use Blacks instead), the white point (use Exposure instead), the midpoint (Brightness), or steepen a simple S-curve centered around the middle (Contrast). I turn to curves when I need more than what those sliders do.
I hasten to add I do USE curves, but on an eyeball rather than "knowledge" basis, and it always feels a bit random. I'd like to actually know what I'm doing instead
Some links taken from my links page (members.ozemail.com.au/~binaryfx/links.html)
http://www.thegoldenmean.com/technique/curves1.html
http://www.ledet.com/margulis/PP7_Ch02_ByTheNumbers.pdf
http://www.ledet.com/margulis/PLC_Ch02.pdf
http://www.ledet.com/margulis/Makeready/MA21-Defanging.pdf
http://www.eddietapp.com/PDFs/ccmethod_cs.pdf
http://www.adobeevangelists.com/pdfs/photoshop/tipsandtricks/CorrectByNumbers.pdf
These links are for traditional Photoshop curves, curves in raw processing software like ACR or Lightroom are different animals under the hood, however the mechanics are similar - so it is probably best to stick to say Photoshop in this discussion.
Regards,
Stephen Marsh
http://binaryfx.customer.netspace.net.au/ (coming soon!)
http://members.ozemail.com.au/~binaryfx/
http://prepression.blogspot.com/
http://members.ozemail.com.au/~binaryfx/
http://prepression.blogspot.com/
First pic shows 202 / 212 without showing that these figs relate to a location on the graph that's under the cursor / crosshairs.
Second pic is showing same Nos - and suggesting that this is related to the intersection of the 2 red lines - which is a totally different location from 202 / 212.
Any set of input / output values shown should have a callout to the appropriate point on the graph, so's reader can see immediately what they refer to.
Rather than use red for both lines, I'd be tempted to use 2 unique ways of identifying each axis (prob diff. cols, neither r,g,b) which'd make text referencing easier.
I'm not nitpicking just for the fun of it and this isn't my job, but have found (when writing other stuff*) that small anomolies / discrepancies can make a lot of differences to a reader.
pp
*
eg
Flickr
Just confirming my understanding.
You got it. Moving the points along the horizontal axes is another way to set the white and black points. It's the same as dragging the end points in the levels panel, except that with curves, you can then add as many additional adjustment points as you like.
Excellent. I understood the mathS, being a mathS teacher...just needed to clarify my actual understanding photographically.
Cheers
Let me clarify further. You set a white point when the camera didn't get the full range at the high end, i.e. was a bit underexposed. This means that in the capture there just aren't any pixels that are above a certain value. The curve maps something just above this to 255, boosting the highest values in the image to maybe 245 or 250. The fact that anything higher than this gets blown out is irrelevant, as there aren't any such pixels in this image.
I confess to being unhappy with my attempt to relate curves to functions in a relatively short post. Feel free to take my images and do better.
Yes, I get that. Thanks again.
Color Correcting with Curves in PS CS5
Best,
Jay
JHPVideoTutorials.com - Free Photography Tutorials
Thanks ... but it's not that attractive an offer that I feel I can't refuse
Having spent many 100s of hrs writing on line tutorials (for free) for an an open source app (because there was no user manual etc), I have a reasonable understanding of what can be involved in producing this sort of material - and don't underestimate the time / effort needed.
This situation is also different, insomuch that there's an enormous amount of info available, related to PS use.
My comments were only made in an effort to ensure that the info was as clear and unabiguous as possible for the reader.
pp
Flickr
But
Anyone know what value the gray eyedropper is set to compensate to?
After spending ALOT of time reading about it on the web, (and we all know that everything on the web is correct...) I am getting everything from 128/128/128 to 117/117/117 and from #808080 to #70707070.
From a production stand point it really dose not matter that much for what I need/use it for, but its more of a professional curiosity.
Melissa McClain Photography
www.melissamcclainphotography.com
I suspect is really is a function of what you have set your black and white points to. Ideally it would be midway between your black and white point, but depending on what they were set to, that might not be 128,128,128.
Moderator of the Technique Forum and Finishing School on Dgrin
Melissa McClain Photography
www.melissamcclainphotography.com
I did wonder if two things are being conflated here. Black and white point setting above/below the maximum is about clipping and shadow/highlight blocking whereas the grey point is more about colour neutrality. If this is the case - and I am more than willing to be guided here if I am wrong - then any centrally placed point between the extremes will be okay surely?
Anthony.
As you pointed out, a neutral color is any pixel when each of the three channels ( in RGB ) are the same whether 2,2,2, or 237,237,237. BUT these pixels are not grey, they are a black and a white.
Grey should be ~ midway between 0,0,0 and 255,255,255 which is 255/2= 127.5 or 128 in the digital world since their can be no 127.5.
The issue is that your printer will not print so that you can look at the print and see a difference in tonality between 0,0,0 and 3,33, or 4,4,4 and some times even 8,8,8 - It all depends on your printer, paper and inkset. The same is true for the white point - whether 249,249,249 or 252,252,253 or 255,255,255 To determine your black point and your white point for YOUR pinter, paper, and inkset - print a posterized graduated scale from white to black on paper and determine the actual darkest spot on the scale nearest the center that you can see an actual perceptible difference and that will be your black point. Look at the lightest steps and see the brightest, from the center, that you can no longer see any difference with less ink, and that will be your white point.
So if your printer's black point is 8,8,8 and the white point is 252,252,252 then 252-8 = 244 244/2 = 122 your actual neutral grey point for that printer, paper, and inkset.
At least this is my understanding of this issue.
Moderator of the Technique Forum and Finishing School on Dgrin
Thanks for the explanation, I found it helpful. I checked on Amazon [UK] regarding the book you mention and initially could only find the German version - and my German is nowhere good enough for that (or the c.$50 asking price)! However, a round trip to Amazon USA to collect some more details and back to Amazon UK pinned it down. I assume the 2nd edition - 2008 is the one you have?
Anthony.
Melissa McClain Photography
www.melissamcclainphotography.com
Actually my copy is the first edition 2007, and I assure you it is in English. Published by Rocky Nook of course.
The authors are German, and I know the book is printed in German as well, but like you, I prefer my copy in the King's English.
Moderator of the Technique Forum and Finishing School on Dgrin
Melissa, I am not sure I am the person to answer this specific question, since it depends on what the printer is going to do with your file prior to printing, and I have no way of knowing that.
Smugmug does provide you with a test print and file, so that you can see the image file on your screen, and compare it to the actual print ( on paper ) you receive from smugmug as well. The image file is here - http://www.smugmug.com/help/calibration-1400.mg
There are some nice grey step scale images here -- www.hutchcolor.com/Images_and_targets.html
Moderator of the Technique Forum and Finishing School on Dgrin
Moderator of the Technique Forum and Finishing School on Dgrin
Thanks for the info, and all the feedback. This is the type of things that I love about this form, experance and information sharing is a good thing.
Its Jason by the way Melissa's Husband.
Have a good weekend.
~Jason
Melissa McClain Photography
www.melissamcclainphotography.com
Moderator of the Technique Forum and Finishing School on Dgrin
Jay
JHPVideoTutorials.com - Free Photography Tutorials
Moderator of the Technique Forum and Finishing School on Dgrin