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Fine (for an 8-bit space).Is that what Adobe does? I personally follow the most favored in the literature: 100 for L*, -128 to +127 for a* and b*.I guess it's a matter of terminological interpretation. You can define 100,100,100 in Lab spaceOK, thanks, that'll do me for now; I'll ponder it some more and maybe play a little more too. There do seem to be a few ways to skin the LAB cat ...OK, clearly, LAB mode works differently in PS. If I increase L and then review the a b values again after completing the change, they get smaller. In other words, they just become desaturated. In other words, it's not CIE Lab, its the profile space mapped to Lab values.I use ColorThink to view the gamut of images and/or color spaces.There's a big difference between using Lab mode in an editor (which is constrained to the image profile) and the size of the CIELab space, which is effectively infinite.and if one looks at a color gamut in 3D CIELAB it can be seen that the gamut for a particular value of lightness L* reduces going both toward 100 and toward 0. If the a* and the b* values are not changed, they can easily go out-of-gamut, as you say.You have completely missed the point.This is typically only an issue if your working space is sRGB (display) and the image profile space is larger (eg Adobe RGB or ProPhoto RGB).It's not the colour that is the problem, but the brightness.There are color models that are coupled to RGB color spaces, such as HSL and HSV. Those inherit the gamut of the spaces they use.I think I understand but which RGB are we talking about? For example, sRGB, Adobe RGB (1998), ProPhoto, CIE RGB, Adobe Wide ...I think the unique thing about HSV is that its gamut is identical to the gamut of RGB. This is critical if you want to be able to use curves and similar editing tools on the luminance/lightness/whatever channel without ever altering the colour.
All of the other commonly used colour models (HSL, LAB, CIE..., etc) have larger gamuts than RGB. This means that a pixel may go out of RGB gamut after editing. Then, it is impossible to convert it back to RGB without something being lost, often that is the colour.
I'm probably confused because I don't normally think of a color model as having a gamut.
I do realize that editing something in a wide color space e.g. ProPhoto can leave one with colors outside a narrower e.g. sRGB which will get altered or even clipped when saved as the narrower color space.
There are color models that are tied to human visual systems in some way, like 1976 CIEL*a*b*. The space covered by Lab exceeds the range of visible colors. But if by gamut you mean color gamut, then Lab can represent all visible colors.
For example, suppose R, G and B values range from 0 to 100. Then a colour such as (30,30,80) may have a luminance value of, say, 50, (in whatever new colour space we are converting to) where luminance may range from 0 to 100. If you double the luminance of that pixel, it gets a luminance of 100 which is just in gamut of the new colour space, but when you try to convert back to RGB you get (60,60,160) which is not possible and gets clipped to (60,60,100), which is a different colour.
I hope that makes sense.
You can't exceed the gamut of the profile space (it won't let you). But if you are using relative colorimetric rendering, it may clip out of gamut colours in the working space.
Changing to perceptual rendering will fix that issue, but more saturated colours in the working space won't match those in the profile. However, if I am outputting for the web, my target is sRGB, so I edit in sRGB (working) and use perceptual rendering. WISIWIG.
My profile space is usually ProPhotoRGB, more for future proofing than anything else. My screen will support sRGB, Adobe RGB and most of DCI-P3, so I have lots of working space options too.
Suppose you work in LAB space and apply tools like Curves or Levels to change the tone curve in the L* channel, so that hopefully you preserve hue and saturation, only changing the luminance.
This is fine in theory, but in practice you may change the L* value of a pixel such that it is still less than 100% (so still in gamut in LAB space), but when you convert that pixel back to RGB space (the underlying colour profile is irrelevant), then you find that one of the RGB values exceeds 100% and so cannot be represented without clipping.
Me neither.I don't know how RT does it though.
I never said nor intended to imply that they were the same thing.But out of gamut and desaturated are not the same thing.
But 100,100,100 is well within those boundaries... it just doesn't exist as a colour.
So, when I try and specify it in Lab Mode (which is just RGB remapped) it will reproduce the nearest RGB equivalent - often randomly... and change a and b accordingly to fit within gamut.
True, LAB space like XYZ can define virtual colours. That's necessary because human colour perception is not based on a tristimulus colour space.Obviously, which is why I often claim that "spaces" like CIELAB, etc, have no color gamut., but it's outside the human colour gamut, not just the screen gamut or RGB gamut. It's only a virtual colour, like X, Y and Z...
It's the shape of the 3-D XYZ space mapped to 3-D Lab space, which is black at the bottom and white at the top... ;-)
Agreed - I call that gamut-clipping.To me, clipping a colour means something else - ie a visible colour that's outside the gamut of the colour space I'm using, so what was a gradient of red hues in Adobe RGB, or in the raw file, becomes a flat red monotone in sRGB, or CMYK.
No problem - as you say -different terminology where many folks follow the Elephant in the Room ... ;-)Sorry for the confusion.








