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PBR Color Reference List for Materials – by Grzegorz Baran
“The list should be helpful for every material artist who work on PBR materials as it contains over 200 color values measured with PCE-RGB2 1002 Color Spectrometer device and presented in linear and sRGB (2.2) gamma space.
All color values, HUE and Saturation in this list come from measurements taken with PCE-RGB2 1002 Color Spectrometer device and are presented in linear and sRGB (2.2) gamma space (more info at the end of this video) I calculated Relative Luminance and Luminance values based on captured color using my own equation which takes color based luminance perception into consideration. Bare in mind that there is no ‘one’ color per substance as nothing in nature is even 100% uniform and any value in +/-10% range from these should be considered as correct one. Therefore this list should be always considered as a color reference for material’s albedos, not ulitimate and absolute truth.“
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Nick Saraev – How AI Will Completely Dominate the Animation Industry In Less Than 5 Years
https://nicksaraev.com/ai-animation-is-coming/
“If you’re looking to get into animation as a career, you have less than five years.
Why?
- DALL-E 2 and other AI art models can now produce a near-infinite variety of illustrations using a simple text prompt. By 2025, they’ll outperform human artists on every metric.
- AI animation models already exist that can take a static illustration and “imagine” different movements, poses, and frames. You can make the Mona Lisa smile, laugh, or cry – and there’s nothing stopping you from doing that to other images, too.
- AI video models are right around the corner. Soon, studios will be able to create smooth videos of any framerate with nothing more than a text prompt. Short films will be next.
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Glenn Marshall – The Crow
Created with AI ‘Style Transfer’ processes to transform video footage into AI video art.
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Unity – HDRI processing
The goal is to clean the initial individual brackets before or at merging time as much as possible.
This means:- keeping original shooting metadata
- de-fringing
- removing aberration (through camera lens data or automatically)
- at 32 bit
- in ACEScg (or ACES) wherever possible
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