That's only part of it, as film stock and many other factors contribute, but all of it can be compensated for, within a margin of error without absolute color reference (a chart), but still quite closely.
For my restoration, I determined the "neutral" state of the Tantive footage by analyzing the white first - there is a wide spectrum of white tones in the various plastic pieces - from blues to pinks to greens, often within the same frame. But I had some additional references for R2's blue, and some fleshtone references for various actors. By combining what I knew as likely targets for these references, I found a grading point which indeed satisfied all targets (again within a margin) consistently. That is, once applied, all similar features (specific panels on the walls, the floor, costume colors, specific actor fleshtones) all lined up consistently in all shots and with known references, which suggests that I was at, or very nearly at, the true coloration. It's a comparative analysis, but it can be very effective, and is done all the time.
The lenses in the helmet are transmissive objects - and whether their coloration comes from particulate matter suspended in the medium or some sort of external coating doesn't matter. We know a range of likely materials they were made from, and can determine attenuation of the material farily closely. The other part of their coloration comes from what's behind them (David's skin tone) which again, we can establish a fairly narrow spectrum for. It wouldn't be difficult to simulate these various factors digitally and allow a physical simulation of the light propagation to determine a likely range of potential colors for the lenses. Again, unless we hear some overriding physical phenomenon which would suddenly render this otherwise straightforward process invalid.
_Mike
For my restoration, I determined the "neutral" state of the Tantive footage by analyzing the white first - there is a wide spectrum of white tones in the various plastic pieces - from blues to pinks to greens, often within the same frame. But I had some additional references for R2's blue, and some fleshtone references for various actors. By combining what I knew as likely targets for these references, I found a grading point which indeed satisfied all targets (again within a margin) consistently. That is, once applied, all similar features (specific panels on the walls, the floor, costume colors, specific actor fleshtones) all lined up consistently in all shots and with known references, which suggests that I was at, or very nearly at, the true coloration. It's a comparative analysis, but it can be very effective, and is done all the time.
The lenses in the helmet are transmissive objects - and whether their coloration comes from particulate matter suspended in the medium or some sort of external coating doesn't matter. We know a range of likely materials they were made from, and can determine attenuation of the material farily closely. The other part of their coloration comes from what's behind them (David's skin tone) which again, we can establish a fairly narrow spectrum for. It wouldn't be difficult to simulate these various factors digitally and allow a physical simulation of the light propagation to determine a likely range of potential colors for the lenses. Again, unless we hear some overriding physical phenomenon which would suddenly render this otherwise straightforward process invalid.
_Mike