From: Jim N. <jn...@em...> - 2004-12-06 17:50:59
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Another trick, after capturing the maximum # of relevant pixels using whatever method you choose, is to incrementally use "Image Size" in Photoshop to generate files that print well. (Yes, I have been told many times that this can't work, and I've done it for years with excellent results) Initially, turn on "Constrain Proportions" and off "Resample Image". Then adjust the document Width or Height to your desired document and hit return. It will calculate the "real" pixel ratio at the final size. Then turn on "Resample Image" and select Bicubic Increase resolution about 25pixel/in and select OK. For example if you start with 72pixel/inch increase to 100. Do this repetitively up to desired resolution. A recent example of 72DPI screen shots in print at 600DPI are in both the main paper and Online Supplemental (free) of Science, Vol 305, Issue 5685, 866-869 , 6 August 2004 http://www.sciencemag.org/content/vol305/issue5685/index.shtml The pdf has the author's real colors, but the web version was changed by the publisher. I'm sorry that these aren't Pymol renderings, but you may get the idea. Ray tracing is better for some things and screen shots are better for others. Good luck, Jim N. On Dec 6, 2004, at 9:07 AM, Filipe Maia wrote: >> >> For OpenGL-based images, you're limited by the maximum dimensions of >> your >> display. Hopefully that restriction will be eliminated before too >> much >> longer... >> > Actually the restriction is how big a window your window manager > supports, > which can be bigger than your display. The png commands still captures > the > entire window even if it's not entirely visible. > I was able to get some big pictures using this trick in window maker. > > -- > All generalizations are false, including this one. > -- Mark Twain > |