Re: Rel vs Abs proofs
Re: Rel vs Abs proofs
- Subject: Re: Rel vs Abs proofs
- From: Marco Ugolini <email@hidden>
- Date: Fri, 13 Oct 2006 11:13:00 -0700
In a message dated 10/13/06 1:25 AM, email@hidden wrote:
> Dot size/Resolution is not the problem. There are simply not enough
> dots which also are widely dispersed. Annoyingly visible.
Are we going a bit overboard here? "Annoyingly visible" if you know that the
white is simulated and make it a point of obsessing over that and looking at
it very close up, perhaps -- but to the average or even above-average
client? I doubt that very much.
> Another problem imo is the fact that the simulation happens in the
> top of the color cube. In the top of the pyramid if you will. This
> mostly means that some arbitrary paper color almost always is out-of-
> gamut. Most all profiles happen to shift the Hue radically in those
> areas. Tweaking by hand may overcome the Hue problem, but then you
> have to reduce Lightness which obsoletes the whole point of
> simulating white.
I personally don't expect the white to be simulated *perfectly*. Most of the
time it's not, given that even the appearance itself of paper stocks that
are supposed to be a certain grade is very likely to have a tolerance. The
point, in my opinion, is to offer a proof that doesn't ignore the need to
simulate a somewhat realistic white point. A bit off this way or that
doesn't sound like a true dealbreaker to me.
> Another problem may be texture. Clearly, one can reasonably simulate
> newspaper gray on glossy stock, because the above mentioned problems
> are not typically hindering the result. But, the paper simulation
> becomes a perfect uniform (glossy) gray. Not a textured and speckled
> gray as most newspapers go.
Well, yes, but again we *must* average the perceived effect, just like the
eye itself does from a certain distance. After all, only people with severe
vision problems read a newspaper 5 inches away from their eyes. And even
they are more interested in reading the content than examining the
texture...
> If any of the proofing manufacturers is reading: would be a nice
> feature. Either overlay the textured & speckled paper simulation
> prior to print, or, first print a textured & speckled paper
> simulation. Then print the relcol proof on top of that...
Bad idea, in my view. It would seem to me that there is simply not enough
micro-detail in the printed output (in magnitudes far smaller than the
smallest inkjet dot) effectively to simulate the very intricate detail of a
paper's texture. It would probably look more like noise than texture.
Regards.
--------------
Marco Ugolini
Mill Valley, CA
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