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Amiga Computing - Commodore Is Awesome

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Continuing the<br />

discussion on<br />

computer graphics<br />

in print with<br />

Frank Nord<br />

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upgrodes to cope with the new larger-sized<br />

images you ore rendering for print then,<br />

eh? Unfortunately, larger images ore not<br />

the only criterion when creating pictures for<br />

print. The main thing that needs to be taken into<br />

consideration is the large difference between trans.<br />

mined colour and reflected colour - the difference<br />

between looking at a picture on your monitor and<br />

o n e<br />

printed on paper<br />

One of the things that has to be borne in mind is<br />

the inability of the different colour methods to<br />

accurately represent various colours, While RGB is<br />

excelent for a wide range of reds and blues, it isn't<br />

very good at yelows. CMYK, by contrast, is a bit<br />

lax when it comes to showing the range of greens<br />

that RGB is good at.<br />

This is a problem if you ore dealing with images<br />

that will be going to a professional printer because<br />

he will need to change your imoge from its natural<br />

RGB status to a CMYK-capable format like TIFF in<br />

order to be able to print it. Oh, don't worry, hell be<br />

able to convert it, that's no problem. The problem<br />

comes if you've set your heart's desire an a very<br />

definite range of colours.<br />

SATURATION POINT<br />

Just like working with images intended for video,<br />

R GB images ore quite alien too saturated for print<br />

work Because the colours in printing are mode by<br />

laying down more colour the darker you wont the<br />

image to be„ very bright greens, reds and blues ore<br />

hard to achieve because they need the mixing of at<br />

least two of the four inks to represent, thus making<br />

them darker than desired. .<br />

y This contrast between what you want from your<br />

image and what you can achieve is called the<br />

gamut and, like over saturation in video images, it's<br />

o no-no to exceed it. Most software that printers<br />

might use for converting images to CMYK con actually<br />

handle the changes in colours required to bring<br />

the image within the gamut range of the CMYK<br />

colour method, but this can result in a dull image.<br />

With a colour critical image it's probably best, if<br />

you are giving your work to a printer, to insist on a<br />

colour proof or to at least see the image on his<br />

screen in the form it will take before printing, just to<br />

make sure it doesn't deviate too for from your original<br />

vision,<br />

So what can you do about this? Unfortunately,<br />

not a lot. Because of the Amigo's bios towards<br />

graphics for video use, the printed output side of<br />

things has been pretty much ignored. In my fairly<br />

wide experience I have not come across any way of<br />

converting an image to CMYK in a form that can<br />

still be edited ond saved out in on appropriate form<br />

on the Amigo, so you'll have to rely on other<br />

people's interpretation of what your picture should<br />

look like - at least, that is, until Phooshop becomes<br />

available...<br />

Any e xcuse for<br />

a picture of<br />

Sandra Bullock.<br />

I he a r you cry<br />

AMIGA OMPUTING<br />

MAY 19 9 6<br />

Key<br />

issues<br />

A ultilb 1<br />

- U N<br />

I've had a few letters from people asking<br />

me how to get runarounds working prop•<br />

erly. It seems most of you are happy to use<br />

the standard runaround tools provided by<br />

most word processors or DTP packages,<br />

but these tend to either just offer a boxtype<br />

runaround, or are hopelessly inaccurate<br />

in the way they choose to runaround.<br />

The simple answer to your problem is to<br />

use vector graphics to outline your bitmap,<br />

as these tend to give the best runaround<br />

results. Simply import your bitrnap as normal,<br />

but instead of turn text wrap on<br />

immediately, make sure your column of<br />

text doesn't butt up against the image.<br />

Next, choose your draw tool, it might be<br />

named differently in your package, but<br />

you need the tool that allows you to draw<br />

a continuous line with points along it that<br />

can be re-positioned. Then draw a line following<br />

the edge of the image you wish to<br />

wrap your text around. Don't worry about<br />

the colour of it at the moment, just keep<br />

clicking so that your line follows the edge<br />

of your image. But don't click so much that<br />

you end up with a point at every pixel,<br />

you'll be wasting your time. Next, change<br />

the colour of your line to transparent or<br />

white and make sure it is brought to the<br />

front. You will also need to make sure text<br />

runaround is set. Now bring your text box<br />

over your image and see how it looks. In<br />

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our example pictures we have some of the<br />

text over a coloured background, but it<br />

would probably be best to massage such<br />

images so that there is no colour where<br />

your text is, unless you want that as a<br />

deliberate effect.<br />

113

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