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C:/Users/Aaron/BlenderDev/bf_manual/trunk/blender_docs/manual/glossary/color_theory.rst
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| Color Theory | |||||
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| .. For writing style guide, see: :doc:`/about/contribute/style_guides/writing_guide` | |||||
| If you add new entries, keep the alphabetical sorting! | |||||
| .. glossary:: | |||||
| Alpha Channel | |||||
| Additional channel in an image for transparency. | |||||
| Straight Alpha | |||||
| Method where RGBA channels are stored as (R, G, B, A) | |||||
| channels, with the RGB channels unaffected by the alpha channel. | |||||
| This is the alpha type used by paint programs such as Photoshop or Gimp, | |||||
| and used in common file formats like PNG, BMP or Targa. | |||||
| So, image textures or output for the web are usually straight alpha. | |||||
| Premultiplied Alpha | |||||
| Method where RGBA channels are stored as (R × A, G × A, B × A, A), | |||||
| with the alpha multiplied into the RGB channel. | |||||
| This is the natural output of render engines, | |||||
| with the RGB channels representing the amount of light that comes toward the viewer, | |||||
| and alpha representing how much of the light from the background is blocked. | |||||
| The OpenEXR file format uses this alpha type. | |||||
| So, intermediate files for rendering and compositing are often stored as premultiplied alpha. | |||||
| Conversion (Straight/Premultiplied) Alpha | |||||
| Conversion between the two alpha types is not a simple operation and can involve data loss, | |||||
| as both alpha types can represent data that the other cannot though it is often subtle. | |||||
| Straight alpha can be considered to be an RGB color image with a separate alpha mask. | |||||
| In areas where this mask is fully transparent, there can still be colors in the RGB channels. | |||||
| On conversion to premultiplied alpha this mask is *applied'* | |||||
| and the colors in such areas become black and are lost. | |||||
| Premultiplied alpha, on the other hand, can represent renders | |||||
| that are both emitting light and letting through light from the background. | |||||
| For example, a transparent fire render might be emitting light, | |||||
| but also letting through all light from objects behind it. | |||||
| On converting to straight alpha, this effect is lost. | |||||
| Chroma | |||||
| Chrominance | |||||
| In general, a resulting image color decomposition, where its (*L* or *Y*) luminance channel is separated. | |||||
| There are two different contexts whereas this term is used: | |||||
| Video systems | |||||
| Refers to the general color decomposition resulting in *Y* (Luminance) and *C* (Chrominance) channels, | |||||
| whereas the chrominance is represented by: U = ( Blue minus Luminance ) and V = ( Red minus Luminance ). | |||||
| Matte compositing | |||||
| Refers to a point in the color gamut surrounded by a mixture | |||||
| of a determined spectrum of its RGB neighboring colors. | |||||
| This point is called *Chroma key* and this key | |||||
| (a chosen color) is used to create an *Alpha Mask*. | |||||
| The total amount of gamut space for this chrominance point | |||||
| is defined by users in a circular or square shaped format. | |||||
| Blend Modes | |||||
| Color Blend Modes | |||||
| Methods for blending two colors together. | |||||
| See also `Blend Modes <https://docs.gimp.org/en/gimp-concepts-layer-modes.html>`__ on GIMP docs. | |||||
| Color Space | |||||
| A coordinate system in which a vector represent a color value. | |||||
| RGB | |||||
| Red-Green-Blue traditional primary colors also broadcast directly to most computer monitors. | |||||
| HSV | |||||
| Three values, often considered as more intuitive (human perception) than the RGB system. | |||||
| Hue | |||||
| The Hue of the color. | |||||
| Saturation | |||||
| The quantity of hue in the color (from desaturated -- a shade of gray -- to saturated -- brighter colors). | |||||
| Value | |||||
| The brightness of the color (dark to light). | |||||
| HSL | |||||
| Hue, Saturation | |||||
| See HSV. | |||||
| Luminance | |||||
| TODO. | |||||
| YUV | |||||
| Luminance-Chrominance standard used in broadcasting analog PAL (European) video. | |||||
| YCbCr | |||||
| Luminance-ChannelBlue-ChannelRed Component video for digital broadcast use, | |||||
| whose standards have been updated for HDTV and commonly referred to as the HDMI format for component video. | |||||
| \+A | |||||
| The color space holds an additional :term:`Alpha Channel`. | |||||
| FSAA | |||||
| Full-Screen Anti-Aliasing | |||||
| A method of :term:`Anti-aliasing` on the graphics card, so the entire image is displayed smooth. | |||||
| Also known as *Multi-Sampling*. | |||||
| This can be enabled in the :ref:`User Preferences <prefs-system-multi-sampling>`. | |||||
| On many graphics cards, this can also be enabled in the driver options. | |||||
| Gamma | |||||
| An operation used to adjust the brightness of an image. | |||||
| See also `Gamma correction <https://en.wikipedia.org/wiki/Gamma_correction>`__ on Wikipedia. | |||||