COMPOSITION
DESIGN
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Turn Yourself Into an Action Figure Using ChatGPT
Read more: Turn Yourself Into an Action Figure Using ChatGPTChatGPT Action Figure Prompts:
Create an action figure from the photo. It must be visualised in a realistic way. There should be accessories next to the figure like a UX designer have, Macbook Pro, a camera, drawing tablet, headset etc. Add a hole to the top of the box in the action figure. Also write the text “UX Mate” and below it “Keep Learning! Keep Designing
Use this image to create a picture of a action figure toy of a construction worker in a blister package from head to toe with accessories including a hammer, a staple gun and a ladder. The package should read “Kirk The Handy Man”
Create a realistic image of a toy action figure box. The box should be designed in a toy-equipment/action-figure style, with a cut-out window at the top like classic action figure packaging. The main color of the box and moleskine notebook should match the color of my jacket (referenced visually). Add colorful Mexican skull decorations across the box for a vibrant and artistic flair. Inside the box, include a “Your name” action figure, posed heroically. Next to the figure, arrange the following “equipment” in a stylized layout: • item 1 • item 2 … On the box, write: “Your name” (bold title font) Underneath: “Your role or anything else” The entire scene should look like a real product mockup, highly realistic, lit like a studio product photo. On the box, write: “Your name” (bold title font) Underneath: “Your role or description” The entire scene should look like a real product mockup, highly realistic, lit like a studio product photo. Prompt on Kling AI The figure steps out of its toy packaging and begins walking forward. As he continues to walk, the camera gradually zooms out in sync with his movement.
“Create image. Create a toy of the person in the photo. Let it be an action figure. Next to the figure, there should be the toy’s equipment, each in its individual blisters. 1) a book called “Tecnoforma”. 2) A 3-headed dog with a tag that says “Troika” and a bone at its feet with word “austerity” written on it. 3) a three-headed Hydra with with a tag called “Geringonça”. 4) a book titled “D. Sebastião”. Don’t repeat the equipment under any circumstance. The card holding the blister should be strong orange. Also, on top of the box, write ‘Pedro Passos Coelho’ and underneath it, ‘PSD action figure’. The figure and equipment must all be inside blisters. Visualize this in a realistic way.”
COLOR
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A Brief History of Color in Art
Read more: A Brief History of Color in Artwww.artsy.net/article/the-art-genome-project-a-brief-history-of-color-in-art
Of all the pigments that have been banned over the centuries, the color most missed by painters is likely Lead White.
This hue could capture and reflect a gleam of light like no other, though its production was anything but glamorous. The 17th-century Dutch method for manufacturing the pigment involved layering cow and horse manure over lead and vinegar. After three months in a sealed room, these materials would combine to create flakes of pure white. While scientists in the late 19th century identified lead as poisonous, it wasn’t until 1978 that the United States banned the production of lead white paint.
More reading:
www.canva.com/learn/color-meanings/https://www.infogrades.com/history-events-infographics/bizarre-history-of-colors/
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Tim Kang – calibrated white light values in sRGB color space
8bit sRGB encoded
2000K 255 139 22
2700K 255 172 89
3000K 255 184 109
3200K 255 190 122
4000K 255 211 165
4300K 255 219 178
D50 255 235 205
D55 255 243 224
D5600 255 244 227
D6000 255 249 240
D65 255 255 255
D10000 202 221 255
D20000 166 196 2558bit Rec709 Gamma 2.4
2000K 255 145 34
2700K 255 177 97
3000K 255 187 117
3200K 255 193 129
4000K 255 214 170
4300K 255 221 182
D50 255 236 208
D55 255 243 226
D5600 255 245 229
D6000 255 250 241
D65 255 255 255
D10000 204 222 255
D20000 170 199 2558bit Display P3 encoded
2000K 255 154 63
2700K 255 185 109
3000K 255 195 127
3200K 255 201 138
4000K 255 219 176
4300K 255 225 187
D50 255 239 212
D55 255 245 228
D5600 255 246 231
D6000 255 251 242
D65 255 255 255
D10000 208 223 255
D20000 175 199 25510bit Rec2020 PQ (100 nits)
2000K 520 435 273
2700K 520 466 358
3000K 520 475 384
3200K 520 480 399
4000K 520 495 446
4300K 520 500 458
D50 520 510 482
D55 520 514 497
D5600 520 514 500
D6000 520 517 509
D65 520 520 520
D10000 479 489 520
D20000 448 464 520 -
The 7 key elements of brand identity design + 10 corporate identity examples
Read more: The 7 key elements of brand identity design + 10 corporate identity exampleswww.lucidpress.com/blog/the-7-key-elements-of-brand-identity-design
1. Clear brand purpose and positioning
2. Thorough market research
3. Likable brand personality
4. Memorable logo
5. Attractive color palette
6. Professional typography
7. On-brand supporting graphics
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Weta Digital – Manuka Raytracer and Gazebo GPU renderers – pipeline
Read more: Weta Digital – Manuka Raytracer and Gazebo GPU renderers – pipelinehttps://jo.dreggn.org/home/2018_manuka.pdf
http://www.fxguide.com/featured/manuka-weta-digitals-new-renderer/
The Manuka rendering architecture has been designed in the spirit of the classic reyes rendering architecture. In its core, reyes is based on stochastic rasterisation of micropolygons, facilitating depth of field, motion blur, high geometric complexity,and programmable shading.
This is commonly achieved with Monte Carlo path tracing, using a paradigm often called shade-on-hit, in which the renderer alternates tracing rays with running shaders on the various ray hits. The shaders take the role of generating the inputs of the local material structure which is then used bypath sampling logic to evaluate contributions and to inform what further rays to cast through the scene.
Over the years, however, the expectations have risen substantially when it comes to image quality. Computing pictures which are indistinguishable from real footage requires accurate simulation of light transport, which is most often performed using some variant of Monte Carlo path tracing. Unfortunately this paradigm requires random memory accesses to the whole scene and does not lend itself well to a rasterisation approach at all.
Manuka is both a uni-directional and bidirectional path tracer and encompasses multiple importance sampling (MIS). Interestingly, and importantly for production character skin work, it is the first major production renderer to incorporate spectral MIS in the form of a new ‘Hero Spectral Sampling’ technique, which was recently published at Eurographics Symposium on Rendering 2014.
Manuka propose a shade-before-hit paradigm in-stead and minimise I/O strain (and some memory costs) on the system, leveraging locality of reference by running pattern generation shaders before we execute light transport simulation by path sampling, “compressing” any bvh structure as needed, and as such also limiting duplication of source data.
The difference with reyes is that instead of baking colors into the geometry like in Reyes, manuka bakes surface closures. This means that light transport is still calculated with path tracing, but all texture lookups etc. are done up-front and baked into the geometry.The main drawback with this method is that geometry has to be tessellated to its highest, stable topology before shading can be evaluated properly. As such, the high cost to first pixel. Even a basic 4 vertices square becomes a much more complex model with this approach.
Manuka use the RenderMan Shading Language (rsl) for programmable shading [Pixar Animation Studios 2015], but we do not invoke rsl shaders when intersecting a ray with a surface (often called shade-on-hit). Instead, we pre-tessellate and pre-shade all the input geometry in the front end of the renderer.
This way, we can efficiently order shading computations to sup-port near-optimal texture locality, vectorisation, and parallelism. This system avoids repeated evaluation of shaders at the same surface point, and presents a minimal amount of memory to be accessed during light transport time. An added benefit is that the acceleration structure for ray tracing (abounding volume hierarchy, bvh) is built once on the final tessellated geometry, which allows us to ray trace more efficiently than multi-level bvhs and avoids costly caching of on-demand tessellated micropolygons and the associated scheduling issues.For the shading reasons above, in terms of AOVs, the studio approach is to succeed at combining complex shading with ray paths in the render rather than pass a multi-pass render to compositing.
For the Spectral Rendering component. The light transport stage is fully spectral, using a continuously sampled wavelength which is traced with each path and used to apply the spectral camera sensitivity of the sensor. This allows for faithfully support any degree of observer metamerism as the camera footage they are intended to match as well as complex materials which require wavelength dependent phenomena such as diffraction, dispersion, interference, iridescence, or chromatic extinction and Rayleigh scattering in participating media.
As opposed to the original reyes paper, we use bilinear interpolation of these bsdf inputs later when evaluating bsdfs per pathv ertex during light transport4. This improves temporal stability of geometry which moves very slowly with respect to the pixel raster
In terms of the pipeline, everything rendered at Weta was already completely interwoven with their deep data pipeline. Manuka very much was written with deep data in mind. Here, Manuka not so much extends the deep capabilities, rather it fully matches the already extremely complex and powerful setup Weta Digital already enjoy with RenderMan. For example, an ape in a scene can be selected, its ID is available and a NUKE artist can then paint in 3D say a hand and part of the way up the neutral posed ape.
We called our system Manuka, as a respectful nod to reyes: we had heard a story froma former ILM employee about how reyes got its name from how fond the early Pixar people were of their lunches at Point Reyes, and decided to name our system after our surrounding natural environment, too. Manuka is a kind of tea tree very common in New Zealand which has very many very small leaves, in analogy to micropolygons ina tree structure for ray tracing. It also happens to be the case that Weta Digital’s main site is on Manuka Street.
LIGHTING
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How are Energy and Matter the Same?
www.turnerpublishing.com/blog/detail/everything-is-energy-everything-is-one-everything-is-possible/
www.universetoday.com/116615/how-are-energy-and-matter-the-same/
As Einstein showed us, light and matter and just aspects of the same thing. Matter is just frozen light. And light is matter on the move. Albert Einstein’s most famous equation says that energy and matter are two sides of the same coin. How does one become the other?
Relativity requires that the faster an object moves, the more mass it appears to have. This means that somehow part of the energy of the car’s motion appears to transform into mass. Hence the origin of Einstein’s equation. How does that happen? We don’t really know. We only know that it does.
Matter is 99.999999999999 percent empty space. Not only do the atom and solid matter consist mainly of empty space, it is the same in outer space
The quantum theory researchers discovered the answer: Not only do particles consist of energy, but so does the space between. This is the so-called zero-point energy. Therefore it is true: Everything consists of energy.
Energy is the basis of material reality. Every type of particle is conceived of as a quantum vibration in a field: Electrons are vibrations in electron fields, protons vibrate in a proton field, and so on. Everything is energy, and everything is connected to everything else through fields.
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IES Light Profiles and editing software
Read more: IES Light Profiles and editing softwarehttp://www.derekjenson.com/3d-blog/ies-light-profiles
https://ieslibrary.com/en/browse#ies
https://leomoon.com/store/shaders/ies-lights-pack
https://docs.arnoldrenderer.com/display/a5afmug/ai+photometric+light
IES profiles are useful for creating life-like lighting, as they can represent the physical distribution of light from any light source.
The IES format was created by the Illumination Engineering Society, and most lighting manufacturers provide IES profile for the lights they manufacture.
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Capturing the world in HDR for real time projects – Call of Duty: Advanced Warfare
Read more: Capturing the world in HDR for real time projects – Call of Duty: Advanced WarfareReal-World Measurements for Call of Duty: Advanced Warfare
www.activision.com/cdn/research/Real_World_Measurements_for_Call_of_Duty_Advanced_Warfare.pdf
Local version
Real_World_Measurements_for_Call_of_Duty_Advanced_Warfare.pdf
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Composition – 5 tips for creating perfect cinematic lighting and making your work look stunning
Read more: Composition – 5 tips for creating perfect cinematic lighting and making your work look stunninghttp://www.diyphotography.net/5-tips-creating-perfect-cinematic-lighting-making-work-look-stunning/
1. Learn the rules of lighting
2. Learn when to break the rules
3. Make your key light larger
4. Reverse keying
5. Always be backlighting
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Bella – Fast Spectral Rendering
Bella works in spectral space, allowing effects such as BSDF wavelength dependency, diffraction, or atmosphere to be modeled far more accurately than in color space.
https://superrendersfarm.com/blog/uncategorized/bella-a-new-spectral-physically-based-renderer/
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Open Source Nvidia Omniverse
Read more: Open Source Nvidia Omniverseblogs.nvidia.com/blog/2019/03/18/omniverse-collaboration-platform/
developer.nvidia.com/nvidia-omniverse
An open, Interactive 3D Design Collaboration Platform for Multi-Tool Workflows to simplify studio workflows for real-time graphics.
It supports Pixar’s Universal Scene Description technology for exchanging information about modeling, shading, animation, lighting, visual effects and rendering across multiple applications.
It also supports NVIDIA’s Material Definition Language, which allows artists to exchange information about surface materials across multiple tools.
With Omniverse, artists can see live updates made by other artists working in different applications. They can also see changes reflected in multiple tools at the same time.
For example an artist using Maya with a portal to Omniverse can collaborate with another artist using UE4 and both will see live updates of each others’ changes in their application.
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Key/Fill ratios and scene composition using false colors
To measure the contrast ratio you will need a light meter. The process starts with you measuring the main source of light, or the key light.
Get a reading from the brightest area on the face of your subject. Then, measure the area lit by the secondary light, or fill light. To make sense of what you have just measured you have to understand that the information you have just gathered is in F-stops, a measure of light. With each additional F-stop, for example going one stop from f/1.4 to f/2.0, you create a doubling of light. The reverse is also true; moving one stop from f/8.0 to f/5.6 results in a halving of the light.
Let’s say you grabbed a measurement from your key light of f/8.0. Then, when you measured your fill light area, you get a reading of f/4.0. This will lead you to a contrast ratio of 4:1 because there are two stops between f/4.0 and f/8.0 and each stop doubles the amount of light. In other words, two stops x twice the light per stop = four times as much light at f/8.0 than at f/4.0.
theslantedlens.com/2017/lighting-ratios-photo-video/
Examples in the post
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