More Compose and Color Questions
Posted: Fri Feb 25, 2022 9:20 am
I never run out of these. I did try to read up and experiment first, but got stuck.
First, in Compose, with for example a file in each channel other than L, there seems to be a results difference between choosing one of the 2xG options, or doing it via a straight RGB option but doubling the weight of G in exposure. However, based on the ST formulas for this that have been posted here in the forums, I would think it should be the same. Sqrt (2 x exp) versus Sqrt (manually doubled exposure). Other than doubling G, other exposures kept at defaults and I know it's just the ratios that matter.
There actually is a method to the madness -- now that I can acquire separate SII to go with my duoband, I have to do more extracting to create my OIII rather than just utilize ST's handy DSLR bicolor composing. But I still wanted to get the weighting advantage of my G pixels, so I created my OIII by just loading G and B as L+Synth L from R(2xG)B, Mono.
Second, even with some playing around, reading the docs, manual, and user notes, I can't really get a handle on what "color channel interpolation" actually means. I read what it can apparently be used for (though struggling to find an example), but outside of that I'm befuddled. I presume there is generally no harm just leaving it at the default ON in any of my channel splitting and combining?
Honestly I think I've only used it once, which was to "colorize" a mono Ha file. Looked pretty metallic though.
Last but not least, in actual bicolor of Color (following a bicolor compose), it was my understanding that the G and B bias controls were sort of either/or as to affecting the OIII channel. And from what I've been able to see, they appear to be additive - meaning reduce of just 2.0 G, or just 2.0 B, or both 1.0 G and 1.0 B, are all the same. Unless you flip back to Color Constancy. In which case, the G and B sliders now seem to be having somewhat independent effects. I noticed this when I was working an HOO version of my Rosette. Is this proper functioning, even though, due to Compose, we are supposed to be working on the identical (GB)(GB), and in Color are in one of the bicolor matrices?
That's all my rambling for tonight.
First, in Compose, with for example a file in each channel other than L, there seems to be a results difference between choosing one of the 2xG options, or doing it via a straight RGB option but doubling the weight of G in exposure. However, based on the ST formulas for this that have been posted here in the forums, I would think it should be the same. Sqrt (2 x exp) versus Sqrt (manually doubled exposure). Other than doubling G, other exposures kept at defaults and I know it's just the ratios that matter.
There actually is a method to the madness -- now that I can acquire separate SII to go with my duoband, I have to do more extracting to create my OIII rather than just utilize ST's handy DSLR bicolor composing. But I still wanted to get the weighting advantage of my G pixels, so I created my OIII by just loading G and B as L+Synth L from R(2xG)B, Mono.
Second, even with some playing around, reading the docs, manual, and user notes, I can't really get a handle on what "color channel interpolation" actually means. I read what it can apparently be used for (though struggling to find an example), but outside of that I'm befuddled. I presume there is generally no harm just leaving it at the default ON in any of my channel splitting and combining?
Honestly I think I've only used it once, which was to "colorize" a mono Ha file. Looked pretty metallic though.
Last but not least, in actual bicolor of Color (following a bicolor compose), it was my understanding that the G and B bias controls were sort of either/or as to affecting the OIII channel. And from what I've been able to see, they appear to be additive - meaning reduce of just 2.0 G, or just 2.0 B, or both 1.0 G and 1.0 B, are all the same. Unless you flip back to Color Constancy. In which case, the G and B sliders now seem to be having somewhat independent effects. I noticed this when I was working an HOO version of my Rosette. Is this proper functioning, even though, due to Compose, we are supposed to be working on the identical (GB)(GB), and in Color are in one of the bicolor matrices?
That's all my rambling for tonight.