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© 2000 by Clifford Anderson. All Rights Reserved.
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To describe object color modality is to discuss the issue of an object's color and lightness values, and how these interact when they are the same as or different from the pixel value in the underlying object, or, base image/background.
In this article, we will look briefly at some of the implications of manipulating an object's color mode to better understand an object's relationship to the base image. Moving forward, we will use it for improving a photograph as well as effectual purposes.
What we'll need is as follows:
To better understand what will be going on when using object color modality (or, merge mode, as we will encounter a little later), let us first determine what is implied by a pixel's amount of color and/or brightness by concurrently looking at our canvas's channel.
According to the grayscale thumbnails in the Channels docker, Red is red, Green and Blue are black. But if you have the Red channel selected, note that the canvas itself is white.
The RGB values still profess Red as the color, whereas the HSB value tells us that Brightness is at 100% yet with no level of saturation. What the Info Docker is telling us is, according to the grayscale equivalent, the Red channel's color content is full (R255), and the amount of light penetrating it is also full (B100). On the other hand, selecting either the Green or Blue channel and looking at their info will inform us that both the RGB and HSB values are null. No light is penetrating these two channels and, therefore, their grayscale equivalent is black.
Now let's see what modifying the grayscale level of a pixel's brightness will do to its color (if anything).
Let's move on by creating an object and comparing its color info when incorporating a few object color modes.
Add does what the math implies: it adds the amount of brightness with itself. Both the object and the base image have R128 G0 B0 and H0 S100 B50. Therefore, RGB = 255, 0, 0 and HSB = 0, 100, 100 for the merged object (or, the object's color mode).
Object modality takes the values (in this case, RGB and HSB values; the Info Docker provides us with other options) of both the object and the underlying base image/background, combining both their values to change the effectual value of the top object.
To understand further an object's merge mode, let's change the mode of our object and check out the Info docker.
Subtract will not remove entirely the color value of a pixel in order to preserve the color value. If it changed Red to 0, the result would be black, subsequently removing the ability to retrieve the pixel's original color (or, redness). When dealing with the grayscale levels of channels, this is known as 'clipping'.
Multiply does not operate necessarily as its name implies. Multiply takes the top object's color value and multiplies by the color value behind it. But it then divides it by 255 (in our example, (R128 x R128)/R255 = R64.25)).
There are many other modes but these will give us a reasonable understanding for continuing along in our projects below. Let's wrap up our discussing these modes and continue to understand them via application.
Cchanging the object modality of an object with the same color as the base image is going to do little more than change the level of lightness and darkness of a single color. But even this can be advantageous when considering the following exercise.
There are plenty of tricks to improve the quality of an image via the Image | Adjust menu list, to be sure. Here, though, we can incorporate object color modes to add similar types of enhancements. Let's start by evaluating a photo of a wonderful Canadian landscape.
(The following photo is provided by Bob Decker and may be downloaded. Mr. Decker has granted permission to use this photo for this tutorial.)
At first glance, the photo overall could stand a little brightening up, bringing out the detail of the trees and lake. But if we tried to brighten these elements, the sky and clouds may become a casualty, resulting in the clouds losing too much detail. We can resolve this by strategically dividing our photo into two objects and incorporating object modality to them.
Rename each object 'Land' and 'Sky'.
Choose Lock Transparency, then go to Edit | Fill... Select the Fountain Fill and click Edit... Make the fill according to the image at left (From = Blue; To = Sky Blue).
Before clicking OK to the Edit Fill dialog box, change the Paint Mode to Multiply then click the Transparency tab. Multiplying has added a deep, rich blue gradient to our sky, but has darkened it considerably. So, as we had done with the 'Land' object when we reduced the level of opacity, so here we can add a level of transparency to reduce the amount of paint applied to our object. (I know it still looks dark, but we are about to remedy this.)
Now, I can hear someone in the back row saying, "Hey, writer, I got two words for you: Tone Curve!" True. But consider: Our process keeps the original image completely intact; and, our merged objects allow us complete freedom to fine tune the levels of brightness according to the level of opacity in both the object and base color (the background image). Using object color modality, we've acquired a tremendous amount of flexibility with this process.
OK, now the fun stuff. We'll be combining some effects with our use of the merge modes to turn an ordinary image into something bordering the unreal. Additionally, we'll introduce a few other merge modes as we move forward.
Let's start fresh and open an image from the CorelDRAW CD. On disk 3, go to Photos | Architct | 852027.wi and choose Resample before opening. At the Resample dialog box, scale it down to 50% and commit. Save the image and call it 'portal.cpt'.
For the sake of the lesson, let's say the director of a movie, "Aliens: The Prequel" has approached us with this image and the following need: "I want to give the viewer the impression of looking through the center of the ceiling (or wall, if you like), peering out into the outer abyss. What is more, the rotunda isn't grimy enough. I want it to look destitute of housecleaning.
So, we have our instructions; let's get to it.
It's always good to save a mask as a channel for later use (better to have it and not need it, than need it and not have it), so please do so from the Channels docker. Then Create Object | Copy Selection (Ctrl UpArrow).
The Object Docker should look like this.
Of our two new objects, select the one entitled 'inside'.
What Subtract does is adds the RGB values of the current object and its underlying image, then subtracts that number by 255. If we surmise that areas equaling R82 G82 B82 or less are involved, the result is going to be black; but any area that exceeds the 82+ mark, a variation of the pixel's brightness will reveal a color. From what we can see so far, not much has made its way through.
Therefore, to relieve some of the darkness imposed by the merge mode, reduce the level of subtractiveness by reducing the level of opacity to 35%. The change brings forward many more pixels, while keeping a substantial amount in the black.
With an Amount of 20, reset the Set Center button and place it right in the middle of the light as shown above. The Zoom effect shifts the pixels outward nicely and smooths out some of the sharper, contrastive areas.
And what a difference a merge mode makes. The feathered edge of our object allows some of the emanating light to pass from the 'outside' to the 'inside'.
After applying the blur, I thought it useful to reduce the opacity of the 'outside' object just a bit; I chose 90% opacity.
To pique the surrealism of our wonderful little non-masterpiece, let's add a friend to the scenario.
(You may want to simply click the menu to temporarily place the globe onto the canvas.)
Remove the background and shadow of the imported earth and resize the earth so it is inside the 'outside' object. Once the object is in place, be sure to change the stacking order of objects via the Object docker so that the 'earth' object is underneath the 'outside' object.
Now then, let's juxtapose our results to the initial image. We give the results to the director; he loves us and we do lunch.
We have considered several example of object merge mode (or, using color modes) and how the use of modality affects an object's color and brightness when interacting with the base image/background.
We entertained only a few of the color modes and used them in two ways: One, to change the mode of an object, and two, to change the mode of a Fill before applying it to an object.
Finally, we saw that modality can be used both pragmatically and artistically in order to allow the end-user to go far beyond that which an image may first offer.
Good luck in using object color modality in your up-and-coming projects.
Creating Realistic Orbits in Flash · Objects a la Mode: Working with Corel PHOTO-PAINT's Object Color Modality · When Lightning Strikes--Creating Lightning in CorelDRAW and Corel PHOTO-PAINT
If you have comments or questions, contact me in the Graphics Unleashed Forums.
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