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Response to Compensating developers and accutance developers

from John Hicks (jhicks31@bellsouth.net)
I define compensation/compensating development as that which reduces or limits highlight density and contrast via local developer exhaustion, whether by divided development or reduced agitation, and the compensating effect is dependent on developer exhaustion.

This is imho distinct from limiting highlight density/contrast through other means.

For me a "useful" shoulder begins within the range that could normally be printed in a straight print, eg. around an exposure that would normally produce a zone VII or VII tone in a print. A shoulder that begins five stops higher wouldn't be useful to me, nor would a shoulder that's so abrupt that d-max is reached too low.

Actually I don't usually encounter scenes of such a high SBR that such shenanigans are needed, but they do occur every now and then. The object is to get relatively normal shadow and midtone contrast while retaining some tone and contrast in non-specular highlights without having to resort to intricate burning.

(posted 8161 days ago)

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