Here in order of increasing complexity, are six ways of increasing local contrast. Normally, I use number one, but when I need to push it, I use numbers five or six.
1. Unsharp mask, radius 100 (on the order of the sizes of objects), amount, 20-40%.
2. Blur with radius on the order of the sizes of objects, subtract 20-40% of this from original, restore normal intensity range with gray-brightness curve. (This is, in fact the same as the USM procedure, #1, you just have more control.
3. Convert to 8 bit B&W, expand this to full range, use this as mask of original with gray-brightness curve. A good starting point for this is [0,0], [20,0], [80,100], [100,100] with the black and white sliders at 50.
4. Filter transformation, additive or subtractive, using the image itself as the filter, exposure compensation ~1.12. It may be good to use a midrange mask so as to exclude blowing the highlights and sinking the shadows.
5. Use the two-tone or three-tone transformation tool (PW 5)
5. Den’s three-tone procedure
See
http://www.ncplus.net/~birchbay/3tone/3tone.htm
Mask shadows, midtones, highlights.
Highlight for example, using brightness curve with points at [0,0], [b,0], [b+10.100], [100,100]. Blur with radius 35-100, subtract brightness curve [0,100], [b-20,100], [b,0], [100,0], feather –2, feather + 2, expand to full range if necessary.
Similar procedure for shadows using a. Midtones, use a and b.
Brightness adjustment
Highlights, use HSL color space, add control point at [50,50] move to between [50,40] and [50,30].
Shadows, use HSV color space, move [100,100 ]to left until halos form, typically about [70,100], then move point [12,30] for best contrast.
Midtones, use HSV or RGB set points [30,30] and [70,70], move to, e.g. [30,20], [70,80].