Alright, maybe someone can shed some light on this shit for me. Recently wandered out of the arts section and ended up by a bunch of texts on nuclear physics, organic chemistry and Munsells colour reference guide, The Big Book Of Colour.
I've recently started using the Munsell system for referring to colours, and mixing my pigments and am blown away by how easy this shit is to use for design. For those who don't know, here are a few examples 5R 3/4, 5Y 9/20, 10PB 2/26, N3.
The formula is (Hue slice) (Value)/(Chroma). Where this system differentiates from RGB and co is that it understands that the colour space is not symmetrical (look at the slice for 5Y compared to 10PB, 5Y has high chromatic light values while 10PB has high chromatic low values). I'm digging this shit for design work and palette generation because a 5 value of any slice will be exactly the goddamn same. If I have a 10R 5/10 beside a 10PB 5/10 I know that the amount of chroma between the two colours will be the same and all that's contrasting is the pure hue. If I need to lighten something, I can wrangle around the value numbers and know exactly how much of a difference I am getting! Need a neutralized triad? 10RP 5/4, 10Y 5/4, 5B 5/4. Need to have a bit more chroma? 10RP 5/6, 10Y 5/6, 5B 5/6.
Why the fuck are we using a uniform space for colour reference that holds no value for design and creation? I mean I get the practical nature of storing 8bits per channel info, information theory and all that. but that's useful for information storage, not working with it. But is there any similar method to working with HSV / RGB sliders?
Moreso, can I get a Munsell colour picker for photoshop and shit?
You can buy the bfull atlas online for 1050$ or use a reproduction, bearing in mind that the gamut of your display will not show 5Y over 16 chroma. There's an android app. Just read the atlas and play with the nspace, read Ittens the elements of color instead.
Here's a 3d view of the nmodel.
Really, really cool concept. I was always affraid of loosing value control hence I never render in color, but just with value. Need to google moar. Pic unrelated.
here we go:
Thanks for the resources, shame the first set of swatches are kill. But that second link is ducking perfect. Thanks for digging that up!
I'm going to find a few hours to see if I can rip out the hex vals from those pages. Maybe at the least I can rig up some applescript jazz to handle conversion back and forth. As greasy as that is
Alright, got some jazz done in a hour. Turns out there's a big excel sheet with some sRGB vals in it and the hex codes (for what fits in the sRGB gamut, the GB hues are lacking AF), transformed the data into text, json'd it, threw it into a go program and boom. Half working.
So this will convert Munsell colours to RGB, but it's hit and miss. If a colour is outside the gamut, or not exactly specified it errors out. Next step is to make a distance function that can select the nearest Munsell colour for a given hex val. Shouldn't be too hard.
This jazz is meant to live in a pipeline, hence it reads from Stdin/Stdout. So This can be bound to a hotkey that calls a applescript on some macro passing along highlighted text, instantly replacing it with Munsell vals, and then converted back to Hex.
I'll finish this tomorrow. Took about an hour. I remember why I paint instead of program now lol.
You could just download the W&N or Copic chart and use a traditional workflow.
Then again, PS is shit at blending colors, and this is just one more autistic excuse not to produce finished art "yet".
Made a repo. Fixed it up such that any sRGB value will be converted to Munsell vals, and the likewise.
Need to fucking integrate this into Applescript, any goons good with that shit?
OP contact arne on wayofthepixel.net about this he does this kind of thing, build programs which show palletes and shit. He even averaged the internet images colors to find an ideal pallete. There was lots of flesh colors because of all the porn.
Easier way to render and design in color, provided you know how value and greyscale works/are not a complete ass-backwards beginner.
It seems like a much more efficient way of organizing colors
So I just finished it up, there are a few bugs but it works! Right now the limiting factor is how small the sRGB gamut is compared to what the Munsell system encompasses.
Here's a demo, posted it to Github. Someone install this and let me know how it goes.
reading some literature on Munsell, he seems to be particularly obsessed with the precise notation of colors, however I'm finding very little info on how Munsell's notation can help me mix colors better or create more aesthetically pleasing color choices in my paintings.
Is there nothing new that munsell's system can offer me aside from a more honest representation of how our eyes perceive color?
On a side note, it's somewhat disappointing that Gurney used pic related on his blog to show what Munsell's system is like. It's misleading to put a high value Y on what seems to be a low or mid value slice.
I have no fucking idea what you guys are talking about since I still work in grayscale learning form, perspective and stuff
should I save anything from here in a folder for when I will decide to go into color?
its no more than a tool used to find colours in the colour space after mixing. the 'how' of colour mixing is a fundamental skill you can use with any rendition of the colour space (i.e. color wheels etc), the munsell notation just happens to be the more precise tool
color mixing: http://www.huevaluechroma.com/011.php
unfortunately i have still to read the remaining 80% of this website so i dont know much myself
It's useless for mixing, that comes down to knowing your medium. It's excellent for colour reference and harmony.
Elements of Colour by Itten, give it a read. He gets all floaty with harmonies and contrasts. You can pick Munsell colours and using his theory.