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Lightroom
ADOBE ANSWERS APPLE
The Lightroom Experience
By MIKE PASINI
Editor
The Imaging Resource Digital Photography Newsletter
After a particularly intensive session with Apple's Aperture one day, we wondered why Adobe hadn't come up with something similar. They'd certainly made a few stabs at it with their amateur offerings but the power of Photoshop must have blinded them to simplifying a high end workflow, we thought. There was Bridge and Adobe Camera Raw, but they aren't simple tools.
Silly us. For a couple of years, Adobe has been working on a secret project code named Shadowland, the ultimate pro photographer workflow tool. They leveraged much of what they built in other products from keywording in Album to Raw processing in ACR.
It evolved into four main functions: building a library of images, editing individual images, creating a slideshow and printing. The interface was designed to get out of the way of the work of evaluating images, enhancing them and presenting them.
It supports open standards like Adobe's Digital Negative format along with broad support for file formats. It's cross platform (although the Windows version is taking a little longer) and asks only "reasonable" system requirements. And it plays well with others.
It's ready to ship except one crucial thing is still missing.
The missing ingredient is your feedback. Taking a new approach to product design, Adobe's digital imaging team decided to hold the commercial release until they'd gotten your opinion of the product. So they've released the product as a public beta which will expire in June.
You can download the newly-christened Lightroom 1.0 beta and contribute your feedback in three forums at the new Adobe Labs site. The forums address General Issues, Bugs and Feature Requests. The company plans to ship the commercial release by the end of the year.
"A good product," said Kevin Connor, senior director of digital imaging at Adobe, "takes on a life of its own." Photoshop, he said, grew into something no one would have guessed when they released the earlier versions. And by getting broad user input from the start, Adobe hopes Lightroom will develop more quickly into the kind of tool you need.
Lightroom's job is to help digital photographers with high-volume image workflows get their work done more efficiently. It does that primarily by presenting a streamlined interface targeted to common tasks.
This isn't a tool like Bridge for managing complex publishing projects. Nor is it merely a digital asset manager. It can make swift and significant image edits but it complements Photoshop by handling the simpler work, much as Aperture (or, for that matter, iPhoto) does.
And while it does slideshows and prints, the beta won't build Web pages. It is, in many respects, unfinished.
But its innovation is the interface. Adobe is so sure of the friendliness and efficiency of Lightroom's interface that it offers only five rules to get you started. There's no other documentation.
The five rules appear the first time you launch Lightroom and are available from the Help menu if you want to review them. You won't need to, though.
Rule One explains the Module Picker, otherwise known as the Menu bar. But Menu bars are like closets that never get cleaned out. Programmers toss everything in there they've ever used whether or not it makes sense.
Modules are a bit different, a bit more disciplined like accordion folders. A slot for the mortgage, another for utilities, another for bank statements, etc. There are four modules in 1.0: Library, Develop, Slideshow and Print.
Adobe says they correspond roughly to a photographic workflow. When you select one, the panels on the left and right sides of the screen switch to the appropriate tool sets.
Rule Two explains the Panels. The left panel is a bit more generic than the right panel, which often contains the sliders and checkboxes to do specific tasks. The headers are collapsible and the panels themselves are scrollable using elevators (but not a scroll wheel, unfortunately). Change modules and you get different panels.
Rule Three explains the Filmstrip. The bottom of the screen displays your library of images in a scrollable row. If you are working on a selection of images, they'll be in the Filmstrip.
Rule Four list several important key commands but Lightroom is full of single key commands that are easy to learn.
Rule Five is, well, you'll have to see for yourself.
Missing from the rules is the obvious. The central pane of your screen real estate is the thumbnail panel. By default, Lightroom shows you a Grid view (whatever fits -- and, yes, you can resize them). But there is also a Loupe view (fit in window) and a compare view (which displays any images selected in the Filmstrip).
So what can you do in Lightroom?
To find out, we put our laptop to sleep and left the building with a new Fujifilm FinePix S 5200 in the review process. We took a lot of, uh, extreme shots. Then we came back from our shoot and copied the card's contents to our hard drive, like we usually do.
That's when we brought Lightroom up. We clicked the Import button in the right panel and took a look at our options. We liked what we saw.
The first thing we liked was our File Handling options. Adobe is letting you have your cake and eat it too, unlike other workflow managers. You can browse your existing collection or you can create a Lightroom Library of your images.
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The Import Dialog Box
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Here are the File Handling options:
- Reference file in existing location. This leaves the originals where you put them. No doubt you have an existing archive and working directories. You don't have to abandon that with Lightroom. Lightroom will build its database and edits of your originals, but it won't copy or move them to its Library.
- Copy file to Lightroom Library. In this case, your originals are copied to the Library, duplicating your collection.
- Move file to Lightroom Library. And here, the originals are copied and then deleted from their original location. So you only have one copy.
- Copy photos as Digital Negative (DNG). Amusingly enough, this will even convert a JPEG into a DNG. In an earlier test, we did just that. It was slow going but it worked and, surprisingly, we were able to make some fairly wide ranging tonal and color adjustments. Not surprisingly, they tended to bring us right back to where we started (the original JPEG) from a rather over-exposed DNG thumbnail.
Under the hood, Lightroom is building at least two SQLite databases. One for the library and another for the thumbnails. Depending on your File Handling options, it can also manage your image files in its own collection.
Adobe told us they're the inventor of non-destructive editing (a bit chagrined at Apple's championing of the concept), but it might be helpful to define the term. It does not mean you can't delete or lose your originals. It does not mean you can't destroy your own work. It does not mean these programs can swallow anything you import into them. What it does mean is pretty simple. Edits to the originals you import will be made to copies of the originals, not the originals themselves.
Rename Files. If you select Copy, Move or Copy as DNG, you can also Rename your files. A name template uses tokens you drag into it, some of which popup to reveal options (like the Date format). You can also set the starting number. And you can certainly just type in a constant, as we did.
Segment. If you're importing a collection that spans more than one day or folder, Lightroom can maintain that organization in its library. You can disable this, too, or define a Containing Shoot to include the whole Import.
Copyright. This is the only metadata that you can plug in on Import, but Adobe assured us they plan to expand this feature. (That's opt-g for the Copyright symbol, BTW.)
You can preview the images in the Import dialog box and you can add a Shoot Name, Keywords and Custom Name, which apparently are written into the database.
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The Interface Just after an import
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Adobe touts the flexibility of Lightroom's file handling and we're sure it will be welcomed by many photographers who are a little wary of letting a database handle their images (as Aperture does). But unless you're the sort who stuffs cash under the mattress, databases are something you already rely on. Probably the worst thing you can do is use both approaches, adding some images to the Library and references others. You may easily lose track of which originals you've asked Lightroom to preserve and which you've taken responsibility for. We find no inherent advantage to either approach, but we caution you to think about your decision.
Adobe has added a few terms to the lexicon to explain how your images are organized. The Library contains Shoots. An image can be a member of only one shoot. To organize images outside their shoots, you create Collections.
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Library Panel
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Collections. Press the Plus icon on the Collections bar and type in a new name. Select a few images in your Library and drag them to the new name under the Collections bar and there you have it.
Deleting images from a Collection does not delete them from the Shoot.
Quick Collection. You can tag images temporarily to be included in a Quick Collection. Just click on the empty circle in the top left of the image and it's added to the Quick Collection. This is a nice way to cull a few images from a shoot without the formality of creating a Collection.
Previous Import. You can always display images from just the last import.
Keywords. Assigning Keywords works just like Collections. It's an image-centric way to group shots and keyword them. You aren't working with tags or fields, you're working with images.
View Options. Finally, you can set a few options for what the Library module displays. The Show Extras option enables the display of image Index Numbers (an attractive gray number on the background on which each image sits), a Rating (easily assigned from the keyboard, BTW), Filename and a Rotation control.
We had rotated our images in the camera, but none of that stuck in Lightroom. Selecting a group of images and clicking the Rotate control on any of them rotated all of them. But if the Shift key was held down, the rotation went in the opposite direction. There are two Rotate commands on the image, one clockwise and the other counter.
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