PS6: Combining 16-bit images

PE
Posted By
phoney.email
Jun 2, 2004
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328
Replies
6
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Closed
PS6 here…

How do I combine 16-bit images, as in copy a part of one 16-bit image into another?

I know that 16-bit support in PS6 is very rudimentary but, surely, there must be a way (or at least a workaround) to do this most basic of functions!?

Don.

P.S. And while we’re at it, in 8-bit mode, is there a way to copy a part of one image into another without a new layer being created?

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Robert Feinman
Jun 3, 2004
In article ,
says…
PS6 here…

How do I combine 16-bit images, as in copy a part of one 16-bit image into another?

I know that 16-bit support in PS6 is very rudimentary but, surely, there must be a way (or at least a workaround) to do this most basic of functions!?

Don.

P.S. And while we’re at it, in 8-bit mode, is there a way to copy a part of one image into another without a new layer being created?
Not really, PS6 doesn’t support 16 bit layers.


Robert D Feinman
Landscapes, Cityscapes and Panoramic Photographs
http://robertdfeinman.com
mail:
PE
phoney.email
Jun 4, 2004
On Thu, 3 Jun 2004 10:39:01 -0400, Robert Feinman
wrote:

PS6 here…

How do I combine 16-bit images, as in copy a part of one 16-bit image into another?

Not really, PS6 doesn’t support 16 bit layers.

Actually I figured out a way…

It’s very convoluted (and quite clever, actually) but it works. It involves exporting images as RAW.

Don.
MR
Mike Russell
Jun 5, 2004
Don wrote:
On Thu, 3 Jun 2004 10:39:01 -0400, Robert Feinman
wrote:

PS6 here…

How do I combine 16-bit images, as in copy a part of one 16-bit image into another?

Not really, PS6 doesn’t support 16 bit layers.

Actually I figured out a way…

It’s very convoluted (and quite clever, actually) but it works. It involves exporting images as RAW.

Well – share it with us. Or is there a patent pending 🙂 —

Mike Russell
www.curvemeister.com
www.geigy.2y.net
PE
phoney.email
Jun 5, 2004
On Sat, 05 Jun 2004 05:20:26 GMT, "Mike Russell" wrote:

How do I combine 16-bit images, as in copy a part of one 16-bit image into another?

Not really, PS6 doesn’t support 16 bit layers.

Actually I figured out a way…

It’s very convoluted (and quite clever, actually) but it works. It involves exporting images as RAW.

Well – share it with us. Or is there a patent pending 🙂

Hmmm… There’s an idea! ;o)

I figured not many people are left with 6, and even fewer of them would bother with 16-bit images due to 6′ shortcomings. OK, here goes:

1. Export 16-bit images as RAW using "non-interleaved" option.
2. Next, import this RAW file as 8-bit file "non-interleaved" but
double the width.
3. This will create a somewhat distorted, but recognizable, image. Each 16-bit pixel now occupies two neighboring 8-bit pixels creating vertical "bars".

Potential problem: This means one has to be very careful about how the selection is done. Namely, selections must be on this 2-pixel boundary, otherwise a 16-bit pixel is split causing unpredictable results.

4. Bearing that in mind, make the selection and copy at will.
5. Export combined image as RAW "non-interleaved".
6. Import this RAW file as 16-bit image "non-interleaved"
7. "Viola"!

Neat, eh? 😉

One caveat. This doesn’t work for RGBI (I=infrared) images because of a bug in PS6. It insists on importing all 4-channel images as CMYK. So this only works with 3-channel RGB images.

Don.
MR
Mike Russell
Jun 5, 2004
Don wrote:
On Sat, 05 Jun 2004 05:20:26 GMT, "Mike Russell" wrote:

How do I combine 16-bit images, as in copy a part of one 16-bit image into another?

Not really, PS6 doesn’t support 16 bit layers.

Actually I figured out a way…

It’s very convoluted (and quite clever, actually) but it works. It involves exporting images as RAW.

Well – share it with us. Or is there a patent pending 🙂

Hmmm… There’s an idea! ;o)

I figured not many people are left with 6, and even fewer of them would bother with 16-bit images due to 6′ shortcomings. OK, here goes:
1. Export 16-bit images as RAW using "non-interleaved" option.
2. Next, import this RAW file as 8-bit file "non-interleaved" but
double the width.
3. This will create a somewhat distorted, but recognizable, image. Each 16-bit pixel now occupies two neighboring 8-bit pixels creating vertical "bars".

Potential problem: This means one has to be very careful about how the selection is done. Namely, selections must be on this 2-pixel boundary, otherwise a 16-bit pixel is split causing unpredictable results.

4. Bearing that in mind, make the selection and copy at will.
5. Export combined image as RAW "non-interleaved".
6. Import this RAW file as 16-bit image "non-interleaved"
7. "Viola"!

Neat, eh? 😉

One caveat. This doesn’t work for RGBI (I=infrared) images because of a bug in PS6. It insists on importing all 4-channel images as CMYK. So this only works with 3-channel RGB images.

Don.

Now *that* is clever!


Mike Russell
www.geigy.2y.net
PE
phoney.email
Jun 5, 2004
On Sat, 05 Jun 2004 17:49:17 GMT, "Mike Russell" wrote:

Don wrote:
On Sat, 05 Jun 2004 05:20:26 GMT, "Mike Russell" wrote:

How do I combine 16-bit images, as in copy a part of one 16-bit image into another?

Not really, PS6 doesn’t support 16 bit layers.

Actually I figured out a way…

It’s very convoluted (and quite clever, actually) but it works. It involves exporting images as RAW.

Well – share it with us. Or is there a patent pending 🙂

Hmmm… There’s an idea! ;o)

I figured not many people are left with 6, and even fewer of them would bother with 16-bit images due to 6′ shortcomings. OK, here goes:
1. Export 16-bit images as RAW using "non-interleaved" option.
2. Next, import this RAW file as 8-bit file "non-interleaved" but
double the width.
3. This will create a somewhat distorted, but recognizable, image. Each 16-bit pixel now occupies two neighboring 8-bit pixels creating vertical "bars".

Potential problem: This means one has to be very careful about how the selection is done. Namely, selections must be on this 2-pixel boundary, otherwise a 16-bit pixel is split causing unpredictable results.

4. Bearing that in mind, make the selection and copy at will.
5. Export combined image as RAW "non-interleaved".
6. Import this RAW file as 16-bit image "non-interleaved"
7. "Viola"!

Neat, eh? 😉

One caveat. This doesn’t work for RGBI (I=infrared) images because of a bug in PS6. It insists on importing all 4-channel images as CMYK. So this only works with 3-channel RGB images.

Don.

Now *that* is clever!

At a risk of overdoing it: But wait, there’s more… ;o)

All "global" 8-bit tools work as long as each 8-bit pixel pair is treated as a single unit. So, for example, Apply Image works just fine but Select/Color Range or Threshold don’t.

However, there’s another neat trick to get around that one. Given the above 16-bit image "converted" to 8-bits, i.e. continuing from above:

8. Make a duplicate of the original 16-bit image
9. Reduce to 8-bit
10. Change image size to twice the width.

IMPORTANT: interpolation, nearest neighbor! This will, therefore, simply create horizontal duplicates of every pixel.

11. Do all fancy selections (Select/Color Range, Threshold, etc) on this temporary 8-bit copy. That will now work correctly because all (identical) pixels are paired up to match the 16-bit version. 12. Save this selection.
13. Switch to "converted" 16-bit image.
14. Load saved selection from duplicate 8-bit version
15. Adjust away…

Don.

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