2016

Table Of Contents
Trap Information or () specified in the Trap Information palette (Window >
Trap Information).
Choose Overprint to cause overprinting for object and background colors with
an Auto Amount specified in the Trap Specifications dialog box (Edit > Colors >
Edit Trap), as well as for items with an Auto Amount (+) or () specified in the
Trap Information palette (Window > Trap Information).
Enter a trapping value in the Indeterminate field or choose Overprint:
Enter a value in the Indeterminate field to control the amount of trapping that
QuarkXPress applies to object colors that are in front of indeterminate backgrounds
(multiple colors with conflicting trapping relationships).
Choose Overprint to cause an object color to overprint an indeterminate
background.
Enter a Knockout Limit value. The knockout limit is the value (expressed as a
percentage of darkness of the object color) that enables you to control the point at
which an object color knocks out a background color.
Enter an Overprint Limit value. Overprint limit is a trapping setting that allows an
object set to overprint to trap according to the Auto Amount value if the object's
shade is less than a particular percentage.
Preferences Color Manager
The Color Manager pane (Administration > Preferences > Renderer > Color Manager)
includes the following controls.
To specify an engine for color transformation, choose an option from the Color Engine
drop-down menu.
To achieve the darkest possible blacks in all output methods, check Black Point
Compensation.
Use the Source Setup drop-down menu to specify the source color space of pictures
and colors used in the application.
To enable the Profile Information command in the Window menu and the Color
Management tab in the Import Picture dialog box, check Enable Access to Picture
Profiles. This option allows you to view information about profiles.
To specify a default proof output setup, choose an option from the Proof Output
drop-down menu.
To specify a rendering intent for soft proofing, choose an option from the Rendering
Intent drop-down list. Perceptual scales all the colors in the source gamut so that
they all fit within the destination gamut. Relative Colorimetric retains colors that
are in both the source gamut and the destination gamut. The only source colors that
are changed are those that are not within the destination gamut. Saturation considers
the saturation of source colors and changes them to colors with the same relative
saturation in the destination gamut. Absolute Colorimetric retains colors that are in
both the source gamut and the destination gamut. Colors that are outside the
destination gamut are adjusted in relation to how they would look when printed on
30 | A GUIDE TO QUARKXPRESS SERVER 2016
THE QUARKXPRESS SERVER USER INTERFACE