Halftones

Dot Gain Compensation

Dot gain compensation is a curve applied in the RIP that shrinks dots in the file so they print at their intended size after ink spread on fabric.

Dot gain compensation is a transfer curve that lies to the press on purpose. Print a step wedge in 10% increments, measure what comes back, and a file 50% typically reads 65-70% on a cotton tee, meaning 15 to 20 points of gain from stencil, ink spread, and fiber wick. The curve pulls that 50% down to 32-38% in the RIP so it lands near 50% on the garment. Endpoints stay anchored, 0 to 0 and 100 to 100, with the shadow usually capped near 85% and highlights floored at 3-5%. The curve is steepest through the midtones, where gain peaks, and nearly flat at both ends.

This is why one separation file prints differently at two shops. One has a measured curve loaded per mesh and ink system; the other sends the file raw and wonders why a customer's soft gray portrait came back charcoal. Dot gain compensation is the highest-leverage half hour in a screen shop: one afternoon printing wedges on the actual garment, and every simulated-process job afterward lands closer to the proof.

Pros build one curve per combination that matters, meaning mesh count, emulsion, ink series, and substrate. Athletic polyester and ring-spun cotton do not gain alike, and a 230 mesh and a 156 do not gain alike. Curves live in the RIP, whether that's AccuRIP, FilmMaker, or Separation Studio, and get rechecked when emulsion or squeegee durometer changes. The trade-off is honesty about scope: a curve measures one setup, not a universal setting to copy off a forum post.

The misconception is that dot gain compensation reduces gain. It doesn't. Ink spreads exactly as much as it always did; the curve just starts the dot smaller so the spread ends up where you wanted it. A 110 mesh and a soft blade will still out-gain any curve you can build.

Worked examples

Pre-shrinking the dots so the shirt lands rightLeft is what goes to film after the curve is applied. Right is what comes off the press. Compensation means the file looks wrong on screen so the garment looks right.
Halftone reduced to 35 percent coverage to compensate for expected dot gain

File after curve — 35%

Halftone at the intended 50 percent coverage

Target on garment — 50%

Halftone printing at 68 percent when gain is not compensated

Uncompensated result — 68%

These examples are generated from actual halftone geometry — dot radius solved from coverage, grids rotated to real screen angles, and the moiré produced by genuine interference between two grids. Screen rendering is cleaner than fabric: on a shirt, expect gain to darken every tone shown here.

Related terms

← All glossary terms