Game Development Reference
out when you fi rst applied Color Stabilizer, clicking Set Frame
should also restore the look of the layer to normal.
Before we set Black and White Point locations, we need to
adjust the Stabilize drop down. There are three options here:
Brightness, Levels, and Curves. If you choose Brightness, the
White Point value will be grayed out and you will only be able to
specify a Black Point value for luminance stability. Selecting the
default value of Levels gives you both a Black Point and a White
Point. Selecting Curves allows you to use the Black Point, White
Point, and Mid Point values. The default value of Levels is usually
what I prefer to use.
Next, put the Black Point effect control point in a dark area of
the image, and the White Point effect control point in a light area
of the image. Note that it doesn't need to be in pure black or pure
white. Actually, I put my Black Point in the water, and the White
Point in the sky, and both of these spots are distinctly blue. The
most important aspect of the Black and White Point locations is
that the zones must have areas of colors that are easy to track.
They must also be in areas where it will be easy to spot changes
in brightness. The Black Point and White Point areas also need to
be in zones that should have consistent luminance (so, don't put
them on a strobe light). Finally, the Black Point and the White
Point areas must contrast signifi cantly from each other (Fig. 6.35).
Figure 6.35 The Black Point
is in the water on the left, and
the White Point is in the sky at
the top center.
In our case, particularly with the Black Point in the water,
we want to make sure that our stabilization isn't thrown off by
whitecaps and shadows. We just want it to take an average of the
surrounding pixels. You can increase (or reduce) the size of the
area used by the Black Point and White point by increasing (or
decreasing) the Sample Size value.