COMPOSITION
DESIGN
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The illusion of sex 2009
Richard Russell Harvard University, USA
In the Illusion of Sex, two faces are perceived as male and female.
However, both faces are actually versions of the same androgynous face.
One face was created by increasing the contrast of the androgynous face, while the other face was created by decreasing the contrast. The face with more contrast is perceived as female, while the face with less contrast is perceived as male. The Illusion of Sex demonstrates that contrast is an important cue for perceiving the sex of a face, with greater contrast appearing feminine, and lesser contrast appearing masculine.
Russell, R. (2009) A sex difference in facial pigmentation and its exaggeration by cosmetics. Perception, (38)1211-1219.
COLOR
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Christopher Butler – Understanding the Eye-Mind Connection – Vision is a mental process
Read more: Christopher Butler – Understanding the Eye-Mind Connection – Vision is a mental processhttps://www.chrbutler.com/understanding-the-eye-mind-connection
The intricate relationship between the eyes and the brain, often termed the eye-mind connection, reveals that vision is predominantly a cognitive process. This understanding has profound implications for fields such as design, where capturing and maintaining attention is paramount. This essay delves into the nuances of visual perception, the brain’s role in interpreting visual data, and how this knowledge can be applied to effective design strategies.
This cognitive aspect of vision is evident in phenomena such as optical illusions, where the brain interprets visual information in a way that contradicts physical reality. These illusions underscore that what we “see” is not merely a direct recording of the external world but a constructed experience shaped by cognitive processes.
Understanding the cognitive nature of vision is crucial for effective design. Designers must consider how the brain processes visual information to create compelling and engaging visuals. This involves several key principles:
- Attention and Engagement
- Visual Hierarchy
- Cognitive Load Management
- Context and Meaning
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Björn Ottosson – How software gets color wrong
Read more: Björn Ottosson – How software gets color wronghttps://bottosson.github.io/posts/colorwrong/
Most software around us today are decent at accurately displaying colors. Processing of colors is another story unfortunately, and is often done badly.
To understand what the problem is, let’s start with an example of three ways of blending green and magenta:
- Perceptual blend – A smooth transition using a model designed to mimic human perception of color. The blending is done so that the perceived brightness and color varies smoothly and evenly.
- Linear blend – A model for blending color based on how light behaves physically. This type of blending can occur in many ways naturally, for example when colors are blended together by focus blur in a camera or when viewing a pattern of two colors at a distance.
- sRGB blend – This is how colors would normally be blended in computer software, using sRGB to represent the colors.
Let’s look at some more examples of blending of colors, to see how these problems surface more practically. The examples use strong colors since then the differences are more pronounced. This is using the same three ways of blending colors as the first example.
Instead of making it as easy as possible to work with color, most software make it unnecessarily hard, by doing image processing with representations not designed for it. Approximating the physical behavior of light with linear RGB models is one easy thing to do, but more work is needed to create image representations tailored for image processing and human perception.
Also see:
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Thomas Mansencal – Colour Science for Python
Read more: Thomas Mansencal – Colour Science for Pythonhttps://thomasmansencal.substack.com/p/colour-science-for-python
https://www.colour-science.org/
Colour is an open-source Python package providing a comprehensive number of algorithms and datasets for colour science. It is freely available under the BSD-3-Clause terms.
LIGHTING
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Unity 3D resources
http://answers.unity3d.com/questions/12321/how-can-i-start-learning-unity-fast-list-of-tutori.html
If you have no previous experience with Unity, start with these six video tutorials which give a quick overview of the Unity interface and some important features http://unity3d.com/support/documentation/video/
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HDRI Resources
Read more: HDRI ResourcesText2Light
- https://www.cgtrader.com/free-3d-models/exterior/other/10-free-hdr-panoramas-created-with-text2light-zero-shot
- https://frozenburning.github.io/projects/text2light/
- https://github.com/FrozenBurning/Text2Light
Royalty free links
- https://locationtextures.com/panoramas/
- http://www.noahwitchell.com/freebies
- https://polyhaven.com/hdris
- https://hdrmaps.com/
- https://www.ihdri.com/
- https://hdrihaven.com/
- https://www.domeble.com/
- http://www.hdrlabs.com/sibl/archive.html
- https://www.hdri-hub.com/hdrishop/hdri
- http://noemotionhdrs.net/hdrevening.html
- https://www.openfootage.net/hdri-panorama/
- https://www.zwischendrin.com/en/browse/hdri
Nvidia GauGAN360
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Custom bokeh in a raytraced DOF render
To achieve a custom pinhole camera effect with a custom bokeh in Arnold Raytracer, you can follow these steps:
- Set the render camera with a focal length around 50 (or as needed)
- Set the F-Stop to a high value (e.g., 22).
- Set the focus distance as you require
- Turn on DOF
- Place a plane a few cm in front of the camera.
- Texture the plane with a transparent shape at the center of it. (Transmission with no specular roughness)
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7 Easy Portrait Lighting Setups
Read more: 7 Easy Portrait Lighting SetupsButterfly
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