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09:33
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A: Are pixels in photoshop logical or physical?

joojaaIt's only for print/manufacturing conversions. The operating system does not, most of the time, know what kind of screen is attached to the computer. So it does not even try to guess. Because it can not know it can not scale to physical size. But even in cases where it does it does not even try b...

If I have two images 600 photshop px wide one with reolution 72px/inch another with 36px/inches both have same size in mega bytes. Which means photshop doesn't change physical px in an image.
@user obviously so. Pixel amounts did not change. the reslution is just a metadata tag.
Would Photoshop behave similarly on retina display computers? E.g. consider a 2dpr laptop. Would changing resolution in Photoshop keeping width in px intact not change size in mega bytes?
user yes. The pixel doubling is just a trick for apple to make sure old web pages would not suffer from the significant screen resolution change. It was a very bad decision. Affects nothing really.
can you confirm this by actually resizing and saving image in retina laptop e.g. apple mac book?
09:33
@user why would i resize the image?
Soory I meant changing resolution keeping same width in px in photshop.
Its the same file
obviously its the same size
me = me
Hi. I should be sleeping right now XD
I am re-reading the pixel is not a square....
LOL
yes i think everything you have written is correct per see
Actually my interpretation of a bitmap as a matrix of information is easier to uinderstand that the paper! XD
But is the same concept.
09:43
Its just that I have been thinking about this a lot and come to the conclusion that that in order for people to understand the answer has to be as short as possible
@Rafael only if one is familiar with the concept of a matrix
I work for a university of design. Wheni tred to say the concept of matrix all the graphgic designers zoned out
Yeap... some people could thin as people conected to a big evil computer...
think.
So maybe the answer henceforth should just be:
"NO"
XD. He is mixing (as almost everyone else on the planet, or the graphic design realm) the pixel as the colorful dot on the screen
so, both. n_n
I think the key word here is "re interpretation"
I am trying to see on the paper, where is the case where the pixel is not interpreted as a square. I can imagine some cses, but im looking for it on the paper.
it is is square if you box filer it
But since a box filter is the worst filter there is we dont use it much
It is interesting paper, but most designers think in terms of "newtonian" pixels, and thinking of a matrix of data, yes they help, but still need to think on a dimension on where they can live, not in a "quantum" state of a pixel.
09:54
@Rafael thats hardly surprising you would need quite much more math skills to understand the central themes of signal processing
Singnal processing and control theory has evolved into a super mathematical thing in the last 30 years. So even things that didn't start out as signal processing, like designing a submarine. Has become signal processing or control theory. Even printing!
I studied 2 years of Mechanical Engeneering, before swiching to Graphic design carreer, so I am not scared of math.
Yes i know
Too scared, I should say XD
I have a masters in mechanical engingeering
Nice.
09:56
But even i have problems gorking control thory at times
But the problem is that most users need a more practical aproach.
Digested aproach
I mean i understand the concepts and mathematical tools... and then they go off into a laa laa land of some imaginary space thats not imaginary or even frequency domain and im lost,
n_n
In either case this pixel ppi thingy is hard because most people do not even WANT to understand
Off topic. One thing I do have trouble understanding is the usage of the gamma on rendering images. Not the "gamma" correction on photoshop, but for example why a gamma needs to be present in a 3D rendering file.
There was an intersting discussion on the comments on one anwer... somewhere...
I do not remember if on this forum or on Photoxchange.
10:01
Depends on your objective
But usually you want to simulate light
that then means that calculation needs to be done in a linear mode
therefore the renderers outpout is linear unless you tell otherwise
Hence need for gamma or profile to profile conversion
Hum...
0.25+0.25 != 0.5 in a image
But if you want the calculation in the renderer to be correct 0.25+ 0.25 has to be 0.5 or it makes no sense
For example, I was a very active user of Kerkythea (3D renderer) and we had some discussions debuging the render engine. But what I did not understood if the gamma correction needs to be aplied in the initial calculations or it is just an output conversion.
it needs to be applied on inputs and output
I need to re study logarithmic equations...
10:06
[input nonlinear] -> conversion -> [calculation linear] -> conversion ->[output nonlinear]
Oh. Interesting...
@Rafael no dont use gamma to convert use a profile to profile conversion ist more accurate
[input linear] -> [calculation linear] -> conversion ->[output nonlinear]
But on a 3D render you do not have profiles... I am aware of.
sure you do
Input?
10:09
Color textures for example are nonlinear and need to be converted
But there is a catch bump maps may or may not be
Oh... Ok...
usually your numeric inputs are assumed linear unless they are colors that are sampled from what you see on screen
So question becomes did you look at screen to make the decision or not.
That sound like a philosophical question... Someone probably did.
Someone that prepared the textures for example
Yes and thereofre i dont know if a input is linear or not unless im told by thet someone who did the picture
Ok. I think I got it.
A clearer picture at least.
Ok. Returning to the original chat. I will probably edit the answer later n_n
I answered more quickly and reckless than normal.
10:15
No worries i upvoted anyway
n_n
Ok Im logging off. Cy later. And thanks for the chat.
good night

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