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Maybe the difference is just one algorithm rounds a decimal and the other just cuts off to an integer or something. Then it took like 4 minutes of staring to notice anything significant between the 2nd and 3rd (shoulders of D'Sparil have yellowy blotches in the 2nd). But maybe the doom palette simply lacks enough shades of green to do it any better (not sure). Only after staring for like a minute do I notice something like the doom palette one having a fairly large solid color lighter green blotch above the nose whereas the first is smoother. They all look good at first glance to me. Its interesting to look at those side by side.
#Color palette from image gipm how to#
I couldn't figure out how to get Grafx to reduce a 32 bit image to a preexisting palette.I imagine it's got a weighted algorithm (not giving each of R, G, and B values equal worth), and that maybe works best when it can pick its own final palette. The GIMP is pretty rough and seems to make some strange decisions about what colour is the closest match at times.I probably won't keep IrfanView around just for colour reduction. ImageMagick and IrfanView do OK, but also a lot of visible banding.
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It's also entirely unsuited to outputting images, but if it were really good I guess someone could take the algorithm it uses and turn it into a standalone program or whatever.
#Color palette from image gipm pro#
Paint Shop Pro 9 and SLADE produce virtually identical results, and seem to be the best general purpose algorithms overall.I'll post some comparison shots soon, but for now: And of course I mean to work with fixed palettes like the ones in Doom already, not arbitrary ones - I have a feeling that GIMP's colour-indexing algorithms might fare better when it gets to pick its own palette. Sometimes there are certain things that you absolutely can't dither though, e.g. Thanks guys but I should have been more specific, I'm pretty knowledgeable about using different techniques for reducing colours.
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