T454

Week 2 - Spring 2006

Agenda:

  • Review homework
  • Aesthetics & color
  • Photoshop Odds & Ends
  • Aspect Ratios
  • Mixing Images & Image Processing
  • Alpha channels & keyable graphics
  • In-class exercises: output for DV, merging two images

Short Homework/Classroom assignment review

  • Make a folder called your name in the t454_krause "week2" folder.
  • Copy your homework files into your folder. Make sure your homework doc is called homework.
  • Remember to follow assignment criteria and check the web site if you have any questions.
  • Always keep the message crystal clear. For instance if you are going to design a graphic to promote a TV show, you need to include all the necessary info. Hook (appealing reason to watch), show title, time, etc.
  • Remember the safe text area. Do your elements have room to "breathe"? (enough space around the edges)
  • Good, bad & avaerage samples: 1, 2, 3, 4, 5, 6, 7 & 8

Burrows & Wood reading

(Chapter 10 from Television Production Disciplines and Techniques)

Three fundamental aspects of pictorial design:

  1. Balance and Mass
  2. Lines and angles
  3. Tone and color

Balance and Mass:

Understand difference between symmetrical balanceand asymmetrical balance.

Symmetrical balance
Asymmetrical balance

Symmetrical balance is rigid and formal

Asymmetrical balance usually is more interesting and dynamic- resulting in a more fluid and creative mood, while just as balanced aesthetically
An unbalanced picture can result if care is not taken to position the asymmetrical elements with respect to their weight and mass. Temporarily this may be desired.

(The parallel in music is the V7 chord wanting to resolve to a I or tonic chord. In terms of animation, this might be the start of movement to a balanced layout)

Heavy weight in the bottom tends to give more stability and security.
If the top of the picture contains more mass than the bottom, the result is a feeling of uneasiness and suspense

Lines and Angles

Horizontal lines are restful, inactive and stable. Vertical lines suggest solemnity, dignity and dominance. Diagonal lines represent action, movement and impermanence.

Curved lines imply change, beauty, grace and flowing movement. An upward flowing curve suggests freedom and openness. A downward, open curve has more of a feeling of pressure and restriction.

Tone and Color

Light tones result in a delicate, cheerful, happy or trivial feeling.
Dark tones result in a feeling that is heavy, somber, serious and forceful.

Tone also affects balance

A dark tone carries more mass, weighs more and can be used to balance a larger mass that is light in color or tone.

A dark mass at the top of a picture tends to induce a heavy unnatural feeling of entrapment and depression, while a darker tone at the bottom gives it a more stable base.

A lighter tone or color at the top gives more of a feeling of solidarity and normalcy.

Color:

Hues are subjectively classified as warm (reds and yellows) or cool (blues and greens)

Warmer colors tend to be heavier than cool colors.
To go further we can examine graphics with two more aspects:

1. Texture
2. Depth

Both of these imply 3-dimensional characteristics.
Texture might be a coarse burlap or fine sandstone
Depth shows us that we aren’t looking at something flat- but something that occupies 3D space. Lines or shapes that converge towards the horizon can provide the illusion of depth. Drop shadow under text or objects can present the illusion of depth.

Color Systems

Review additive & subtractive color systems:

Additive Color (RGB)

The RGB system can reproduce almost all visible colors by adding varying amounts of Red, Green and Blue light. Because the system uses combined quantities of light to make colors, it is called the additive color system. This is the system used by television, computer monitors and lighting designers.
The primary colors, (or light sources) are Red, Green and Blue

Subtractive Color (CMYK)

In the subtractive color system, colors are determined or created by varying amounts of inks or pigment.

A little physics: The color of an object is determined by the colors of light it absorbs and the colors of light it reflects. When white light falls on a red object, the object appears red because its surface subtracts (absorbs) all colors of light except red.

The light that is absorbed (subtracted) is transformed into heat. This explains why a black object, which absorbs all of the colors of light hitting it, gets much hotter in sunlight than a white object, which reflects all colors.

In theory, if you were to mix equal amounts of Cyan, Magtenta and Yellow ink you would get black. But because of the impurities in the ink we'd end up with something resembling mud. That's why black ink is used. (The letter K is used for black because B could be confused for blue.) So in the subtractive color system, the primary colors (think inks) are Cyan, Magenta, Yellow and Black.

The two systems together

The two color systems work in opposite ways, but are connected. If you look at a color wheel, you’ll see that Cyan, Magenta & Yellow can be found directly between Red, Green and Blue. Colors directly opposite each other on the color wheel are said to be complimentary. If you look directly opposite R, G or B, you’ll find a complimentary C, M or Y.

On-line color examples:

http://www.bbso.njit.edu/Documentations/gimpdoc-html/color.html
(has nice pictures of color models)
http://mc2.cchem.berkeley.edu/Java
(cool interactive additive light java example)
http://www.visibone.com/colorlab/
(nice 216-color web color wheel

Color Bars

Color Bars contain the primary colors of both the additive and subtractive color systems.

On-line color bars:

http://www.videouniversity.com/tvbars2.htm (Hal Landen’s site)
http://www.mivs.com/technical/colorbars.html

Photoshop tour (continued)

Be sure you know how to do the following:

  • Copy a layer
  • Delete a layer
  • Link & unlink multiple layers
  • Adjust a layer's brightness, hue & saturation
  • Adjust a layer's opacity
  • Rename layers (You can either Click the layer's title or Change the layer properties by right, or control clicking the layer)
  • Apply layer styles (double click on the layer, but not the name)
  • Create editable & rendered text
  • Rasterize vector objects
  • Resizing (image size verses canvas size)
  • Select a brush
  • Edit -> transform -> scale, rotate, etc.
  • Holding down shift key retains the item’s aspect ratio
  • Apply a filter to a selection or layer
  • Make a selection with the Magic Wand tool (tolerance setting)
  • History

 

Aspect Ratios - Square pixels vs. non-square pixels

One job of the graphic artist is to be able to create and transform graphics for a variety of different video editing systems. Most displays for PCs and Macs are based on square pixels. If you make a circle or square in Photoshop or some other drawing program, and rotate it 90° you still have a circle or square. However most of today’s digital video systems use codecs with non-square file formats.

How does this impact graphics? Assume you are editing DV footage in Final Cut Pro (the DV codec uses the non-square pixel dimensions of 720 x 480). If you were to output a frame from your video and view it on a computer monitor, it would look squished.

Your DV footage may look like this on an NTSC video monitor.
But will look squished when output to a still frame and viewed on your computer monitor.

Similarly, if you create a graphic in Photoshop at 720 x 480 of say a square and a circle, (Note that the aspect ratio of your graphic isn’t quite 4:3.) and then import it into Final Cut Pro, you’ll find that the objects are elongated.

Your 720 x 480 artwork may look like this on your computer monitor.
But will become too skinny when imported into your DV editing system.

So given that information, what is the best way to make a graphic in Photoshop for use in a digital video editing system?

If you have Photoshop CS, you can work directly in non-square pixel dimensions letting the software re-size the image so it displays correctly on your computer monitor. However, many times you don't know what video system the graphic might be used with.

For 4:3 graphics, it’s usually safe to begin by using pixel dimensions of 720 x 540. This is more than adequate resolution for standard, (non hi-definition) editing systems and it won’t create a file that’s too big and wasting memory.

Oftentimes this is enough and you can simply make your graphic with the right aspect ratio and not worry about it. Most video editing software is smart enough to import your graphic into the right dimensions. Unfortunately, this isn’t always the case. As professionals it’s your job to make sure your graphics are the right format and size for the job.

If you need to make graphics for a video, try to find out what type of editing system is being used. If it’s for DV, the pixel dimensions will eventually need to be 720 x 480. If it’s for Avid Xpress or most other D1 systems, your graphic will end up being 720 x 486.

What to do for 4x3 graphics: Make your original graphics at 720 x 540. Save a copy and keep it in a safe place. Then use the “image size” feature (with "constrain proportion" unchecked) to resize a copy of your graphic to the required size for the editing application. This copy will look distorted on your computer monitor, but will look fine once it's imported into the editing system.

DV & D1 (ITU 601)

Digital video editing systems often use the DV codec or some form of the D1 (ITU 601) standard. Both use non-square pixels.

  • DV uses pixel dimensions of 720 x 480
  • D1 use pixel dimensions of 720 x 486

Aspect Ratios

  • Standard TV: 4:3 (1.333)
  • Wide screen TV 16:9 (1.778)

For 4:3 TV, make graphics in 640 x 480, 648 x 486, 720 x 540 etc. You can then resize to either 720 x 486 (ITU 601 or D1) or 720 x 480 (DV). Then import them into your nonlinear editing application, conforming them into non-square pixels.

16 x 9 (anamorphic) TV: For ITU 601 systems, make graphics at 864 x 540 pixels, and then resize them to 720 x 486. For DV systems start with 864 x 540, then resize to 720 x 480. You can start the slightly smaller pixel dimensions of 720 x 405 or 800 x 450 and still get good results.

In-class exercise (5 points):

  • In a 720 x 540 Photoshop document, make a promo graphic for a fictitious TV show. It should contain the show title, time, an image, and some other info (info about the show or a reason to watch)
  • Place a full-size (720 x 540) PSD copy into your folder. Be sure to call it "promo.psd".
  • Resize a JPEG copy to be used in a DV-based project. Label it "DV.jpg"
  • Resize a copy of it to use in a D1 system. Label it "D1.jpg"
  • Place both images (DV and D1) in your week 2 folder on the server.

-----------

Thursday:

Channels and Alphas and Bits, Oh My

First let’s start with channels. Video graphics are typically defined in three colors: Red, Blue and Green. In Photoshop you can easily see this in the channels window. In fact if you toggle the three channels on and off you may even come to understand that they are in essence three separate black and white images.

Color channels are created automagically when you select a color mode in Photoshop. The color mode determines the number of channels. When you start a new RGB image, it creates three channels, one for each color plus a composite RGB channel. If you make a new file in a CMYK color space, Photoshop creates four channels (Cyan Yellow Magenta & Black) plus a composite CMYK channel.

You can view your channels in your image by looking at the channel window in the lower right hand corner of your screen. If you can't see it select "Windows -> show channels"

Masks let you isolate and protect areas of an image. They work like stencils. When you select part of an image (say with the magic wand tool) the area that is not selected is masked, or protected from editing.

Quick Mask mode lets you create, view and edit a temporary mask for an image. The good thing about editing your selection as a mask is that you can use any paint tool to modify your selection. You can enter Quick Mask Mode by clicking on the button near the bottom of the toolbar.

When you paint with black, you are adding to the mask. When you paint with white, you subtract from your mask.

Masks and selections can be permanently stored with your artwork by saving them as alpha channels.

Alpha channels

Alpha channels can define parts of an image to be transparent. To understand this, it helps to quickly review bit depth. Bit depth or pixel depth refers to how much color information is in a particular image. 8-bit images contain up to 256 colors or shades of gray (like a GIF graphic). 16-bit images can have thousands of colors and 24-bit images more than 16 million.

The RGB files you create in Photoshop have three 8-bit channels. (3 x 8-bit = 24-bit).

An alpha channel is another 8-bit channel. Think of it as an extra black and white image stored along with your graphic. To make one simply save a selection or a mask as an alpha channel. In Photoshop you can save selections as alpha channels by looking under "select" -> "save selection". Or you can go to the channel palette and click on the "save selection as a channel" button.

Look at an example of a lower third graphic with an alpha channel.

  • The black parts are transparent
  • The white areas are opaque
  • Grays are semi transparent

Since it's an 8-bit channel (think grayscale image), you have 256 steps from black to white. That's 256 varying stages from opaque to transparent.

Adding this additional 8-bit information to your 24-bit image creates a 32-bit image.

An image can have up to 24 channels. (Color or alpha channels) So it’s possible to save multiple alpha channels for varying applications. But while you can have multiple alpha channels, you can only save one of the Alphas into a PICT file.

In-class exercise (5 pts):

  • Create a keyable title or lower third TV graphic that has at least three different elements. (For instance you could use text, a shape, and an image)
  • Make an alpha channel for your graphic. (Brownie points are awarded if it has a nice feather to it.)
  • Save a copy as a PICT with an alpha channel into your "week 3 in-class" folder named alpha.pct.

If you want more practice/help making graphics to import into an editing system, you can use Jim's how to alpha article.

Vocabulary

  • Landscape oriented - Visual pieces that are wider than they are tall (like a movie screen)
  • Portrait oriented - Visual pieces that are taller than they are wide.
  • Bit Depth: (Color depth or pixel depth) is the amount of color information in an image file. The more bit depth, the more colors you can reproduce.
      • 8-bit - 256 colors
      • 16 bit - thousands of colors
      • 24-bit - 16.7 million colors
    • A three-color RGB channel actually consists of 3 separate 8-bit channels. When you add an alpha channel (another 8 bits) it adds up to a 32 bit image
  • Rasterize - Rasterizing takes vector objects and converts them into pixels or bitmaps. If you rasterize a text layer so that you can apply effects, you will no longer be able to edit it as text.
    • One of my favorite ways to rasterize layers in Photoshop is to create a new (empty) layer below the one I want to rasterize. Then I merge the layer I want to rasterize down into the empty one.
  • Codec – Short for compressor / decompressor. Manufacturers have unique, sometimes proprietary ways to store and retrieve digital video and audio files. Examples include Sorenson, Avid and Media 100. Each has a unique way to compress and decompress the digital data.
  • D1 – a.k.a. ITU 601 - This digital video format reached by the CCIR (Consultative Committee for International Radio). It specifies technical parameters and sets standards for international digital video.
  • Opacity - (the level of transparency. Objects that are 100 percent opaque are solid, objects that are 0 percent opaque are transparent.
  • Alpha channel – A channel that defines the transparency of the accompanying image.

Homework:

Note: In this exercise you will need to use part of an image from a scanned or digitized image (ie photo). Part of the grading will be based on how good a job you did removing a portion of the image and seamleesly merging it into a TV graphic.

Create two different 4:3 TV graphics for a fictitious show. The two graphics should have the same objective (message). At least one of them should contain two images seamlessly merged together. You could make two different versions of a promo or title. You can use the same images in both if you'd like, or choose entrirely different images altogether.

  • Turn in the original source image (digital photo or scan file) along with your two graphics.
  • Remember- no clip art or borrowing from the web is allowed. Use only your own original images.
  • Save them both at 720 x 540 as JPGs. (Be sure to keep your original PSD file so you can re-edit the images isneeded.)

Read Sitter: Chapter 3

 

 

Back to Jim's T454 Home page

 

 

 

Programs of Study | People | Jobs & Internships | Facilities | Index | FAQ | Home

For general questions regarding IU's Telecom Department contact tcom@indiana.edu
For questions or comments about this website contact jarkraus@indiana.edu
Last Updated: August 24, 2005