Colour Constancy
match what the colour is, not what it looks like
- round
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- score
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- best
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the big square is the patch. the white card is really white — whatever colour it looks is the light. take that away from the patch, then build what is left on the right.
this side has no coloured light on it at all. paint the patch as it would look under plain daylight.
One coloured light tints the whole scene — the ground, the white card, the grey block, the prop and the patch. The patch is the big square. Your job: work out what colour the patch really is — what it would look like under plain daylight — and build that on the right with the sliders, then lock it in. Four colours per round. The ± buttons nudge a slider by exactly 1, and so do the arrow keys; hold a ± button down and it walks, which is how you cover ground on the hue slider without a hundred taps.
The trick: the card labelled “white card” is genuinely white. So whatever colour it appears to be is the colour of the light. Take that away from everything else and what is left is the real colour. Painters call this discounting the light; your eye already does it for you in real life, which is exactly why it is hard to switch off when you are painting.
Scoring weighs the lesson far heavier than your slider hand. The bit of your miss that lies along the light's own direction — the light you failed to take off — is charged against the cast itself: leave a fifth of the light in and you drop about a fifth of the marks, and on a strong cast copying what you see scores nothing at all. On the gentlest cast a copy can still take up to half marks on that one colour — a light that barely tinted the patch cannot be worth as much to take off as one that shouted, so the drill will not pretend it was; copy every colour in a round and the round still comes out around 10. Ordinary slider slop across that direction costs less than a third as much. So understanding the light and being a few degrees out beats being precise about the wrong colour. Dead-on is still exactly 100. On reveal the light switches off so you can watch the cast fall away, and the readout says how much of the light you left in, which way you leaned (hue / sat / light) and the raw ΔE. The round ends with your average lean.
One honest warning, because it is a hand problem and not an eye problem: slop that happens to point along the light gets charged like light you left in — from the outside the two are the same miss. On a phone the hue track carries all 360 degrees across a couple of hundred pixels, so a thumb that lands four pixels off has landed six or seven degrees off, and that can cost real marks even when the patch already looks right. Land the last few degrees with the ± buttons or the arrow keys instead: they move by exactly one, on every device, and holding a ± walks it.
Studio tip: the sliders start where the patch looks, not on some unrelated colour. Your job is to move away from what you see — which is the whole lesson.