I read somewhere that the shoulder part is not very important, this is why it is not represented, but for me it still contains some information concerning the highlights.
Consider that there's life to the right of the shoulder, too. You'll see the curve dipping again after it has peaked.
And no mathematical formula can predict that physical, chemical effect.
Dunno.
But couldn’t physical analysis predict it?
Dunno.
It won't be the case, because the shoulder in terms of density range doesn't represent much. and I am using a color space (OKHSL, derived from OKLAB) that simulates well a "real" grayscale.Think also how much data it costs to represent this area; what if half your bit-depth is 'wasted' on densities that are virtually never used?
You should consider the dynamic range of digital cameras. Unless you are using some specialized sensors I doubt that you will need to know both the toe and the shoulder part of the film curve to do the simulation, even with older films.Then all I have to do is load an image, choose the simulated film, adjust the exposure, and "take the photo" from a digital image/photo.
The density range of a properly exposed negative is much smaller than that. You want to be about a stop above Dmin to have some shadow details and way below Dmax (~2.5D).My simulation uses D-min and D-max to use the full gray scale.
This is a very good point. Are you using a RAW file or a processed image file? I suggest you start with a RAW file with linear gamma.but then again, let's not forget you're starting with a high-gamma digital file
Hi there,
the simulation of analog films I am writing uses film density curves, and I'm wondering about their representation.
Some curves are presented as a nice "S", while others often skip the shoulder part, and even some don't really show the entire toe part.
I read somewhere that the shoulder part is not very important, this is why it is not represented, but for me it still contains some information concerning the highlights. It is the same for the toe which is used for shadows.
My simulation uses D-min and D-max to use the full gray scale. So when I am using the curves to discretize them (i.e. save some curves coordinates in a file to simulate them later), should I complete what is missing ?
If I am not wrong, how much should I "add" to the curves, for the y axis (density)?
Here is an example with Fomapan 100, curve #2:
View attachment 370661
The red line would be the addition for the toe, and blue for the shoulder.
Does that make sense to you ?
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