Hi List :

  I think most users struggle with oversaturated renderings
that will take forever to color-correct in RGB . A user can
spend eons in an RGB color editor (while building his scene)
trying to "fix" obvious oversaturation , and never get there.

 With HSV it takes one control (Saturation) to slowly tweak
and watch the rendered results , or in Realsoft's case , just
simply Postprocess the file and watch the almost instant re-
sults .

  I think with RGB , the average user struggles enough with
scene tones , and even when tones have been nailed and are
textbook , all kinds of saturation errors can appear due to
scene lighting placements or lighting strengths . Trying to
balance all that in RGB can give a user fits .

  The simple and most obvious point about HSV colorspace , is
the way it mimics the world our eye's actually live in . We live
in a world that actually contains much more grey , or lack of
saturation than we might first assume .

  Advertisers use this to their advantage by surrounding us with
oversaturated posters and billboards etc , but if we decide to ex-
amine a typical street scene , we may see a whole lot of grey be-
fore anything else , with patches of natural color hovering over
that grey , slightly more saturated , then areas of deep colors . 

  So what does any of that have to do with HSV advantages ? Basic-
ally , it's all in the wrist action . That is to say , it's all in
the 'Saturation' control/curve/slider on the HSV interface .

  Slide it up and your reds become redder , but slowly move it down
(in Post or while setting up your scene tones in the Color Editor)
and you can observe those gobs of color slowly melting towards a
more realistic neutral .

  Not only that but with RS , we can create unlimited channels !
So we can de-saturate any channel we want , any way we want simply
by tweaking a Saturation curve (Tweak the Value or Hue curve to ad-
just tones) .

   If this doesn't make sense , look at it this way . Create a chan-
nel for that problematic table , or vase , or light , then in post ,
apply an HSV operation to it , and tweak that to slowly desaturate
or saturate that part of the scene that has too little , or too much
contrast .

   The workflow I would suggest is to begin with RGB colorspace to
seek out your scene's tonal direction , then move to an HSV colorspace
to slowly dial the scene into it's photorealistic potential .

[Rant End]

Garry Curtis
http://www.niagara.com/~studio








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