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
