COMPOSITION
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HuggingFace ai-comic-factory – a FREE AI Comic Book CreatorRead more: HuggingFace ai-comic-factory – a FREE AI Comic Book Creatorhttps://huggingface.co/spaces/jbilcke-hf/ai-comic-factory this is the epic story of a group of talented digital artists trying to overcame daily technical challenges to achieve incredibly photorealistic projects of monsters and aliens 
DESIGN
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Ranko Prozo – Modelling design tipsRead more: Ranko Prozo – Modelling design tipsEvery Project I work on I always create a stylization Cheat sheet. Every project is unique but some principles carry over no matter what. This is a sheet I use a lot when I work on isometric stylized projects to help keep my assets consistent and interesting. None of these concepts are my own, just lots of tips I learned over the years. I have also added this to a page on my website, will continue to update with more tips and tricks, just need time to compile it all :)  
COLOR
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What causes colorRead more: What causes colorwww.webexhibits.org/causesofcolor/5.html Water itself has an intrinsic blue color that is a result of its molecular structure and its behavior.  
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GretagMacbeth Color Checker Numeric Values and Middle GrayRead more: GretagMacbeth Color Checker Numeric Values and Middle GrayThe human eye perceives half scene brightness not as the linear 50% of the present energy (linear nature values) but as 18% of the overall brightness. We are biased to perceive more information in the dark and contrast areas. A Macbeth chart helps with calibrating back into a photographic capture into this “human perspective” of the world. https://en.wikipedia.org/wiki/Middle_gray In photography, painting, and other visual arts, middle gray or middle grey is a tone that is perceptually about halfway between black and white on a lightness scale in photography and printing, it is typically defined as 18% reflectance in visible light  Light meters, cameras, and pictures are often calibrated using an 18% gray card[4][5][6] or a color reference card such as a ColorChecker. On the assumption that 18% is similar to the average reflectance of a scene, a grey card can be used to estimate the required exposure of the film. https://en.wikipedia.org/wiki/ColorChecker (more…)
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Photography basics: Why Use a (MacBeth) Color Chart?Read more: Photography basics: Why Use a (MacBeth) Color Chart?Start here: https://www.pixelsham.com/2013/05/09/gretagmacbeth-color-checker-numeric-values/ https://www.studiobinder.com/blog/what-is-a-color-checker-tool/ In LightRoom in Final Cut in Nuke Note: In Foundry’s Nuke, the software will map 18% gray to whatever your center f/stop is set to in the viewer settings (f/8 by default… change that to EV by following the instructions below). 
 You can experiment with this by attaching an Exposure node to a Constant set to 0.18, setting your viewer read-out to Spotmeter, and adjusting the stops in the node up and down. You will see that a full stop up or down will give you the respective next value on the aperture scale (f8, f11, f16 etc.).One stop doubles or halves the amount or light that hits the filmback/ccd, so everything works in powers of 2. 
 So starting with 0.18 in your constant, you will see that raising it by a stop will give you .36 as a floating point number (in linear space), while your f/stop will be f/11 and so on.If you set your center stop to 0 (see below) you will get a relative readout in EVs, where EV 0 again equals 18% constant gray. In other words. Setting the center f-stop to 0 means that in a neutral plate, the middle gray in the macbeth chart will equal to exposure value 0. EV 0 corresponds to an exposure time of 1 sec and an aperture of f/1.0. This will set the sun usually around EV12-17 and the sky EV1-4 , depending on cloud coverage. To switch Foundry’s Nuke’s SpotMeter to return the EV of an image, click on the main viewport, and then press s, this opens the viewer’s properties. Now set the center f-stop to 0 in there. And the SpotMeter in the viewport will change from aperture and fstops to EV. 
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What light is best to illuminate gems for resaleRead more: What light is best to illuminate gems for resalewww.palagems.com/gem-lighting2 Artificial light sources, not unlike the diverse phases of natural light, vary considerably in their properties. As a result, some lamps render an object’s color better than others do. The most important criterion for assessing the color-rendering ability of any lamp is its spectral power distribution curve. Natural daylight varies too much in strength and spectral composition to be taken seriously as a lighting standard for grading and dealing colored stones. For anything to be a standard, it must be constant in its properties, which natural light is not. For dealers in particular to make the transition from natural light to an artificial light source, that source must offer: 
 1- A degree of illuminance at least as strong as the common phases of natural daylight.
 2- Spectral properties identical or comparable to a phase of natural daylight.A source combining these two things makes gems appear much the same as when viewed under a given phase of natural light. From the viewpoint of many dealers, this corresponds to a naturalappearance. The 6000° Kelvin xenon short-arc lamp appears closest to meeting the criteria for a standard light source. Besides the strong illuminance this lamp affords, its spectrum is very similar to CIE standard illuminants of similar color temperature.   
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If a blind person gained sight, could they recognize objects previously touched?Read more: If a blind person gained sight, could they recognize objects previously touched?Blind people who regain their sight may find themselves in a world they don’t immediately comprehend. “It would be more like a sighted person trying to rely on tactile information,” Moore says. Learning to see is a developmental process, just like learning language, Prof Cathleen Moore continues. “As far as vision goes, a three-and-a-half year old child is already a well-calibrated system.” 
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Brett Jones / Phil Reyneri (Lightform) / Philipp7pc: The study of Projection Mapping through ProjectorsRead more: Brett Jones / Phil Reyneri (Lightform) / Philipp7pc: The study of Projection Mapping through ProjectorsVideo Projection Tool Software 
 https://hcgilje.wordpress.com/vpt/https://www.projectorpoint.co.uk/news/how-bright-should-my-projector-be/ http://www.adwindowscreens.com/the_calculator/ heavym 
 https://heavym.net/en/MadMapper 
 https://madmapper.com/
LIGHTING
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StudioBinder.com – CRI color rendering indexRead more: StudioBinder.com – CRI color rendering indexwww.studiobinder.com/blog/what-is-color-rendering-index “The Color Rendering Index is a measurement of how faithfully a light source reveals the colors of whatever it illuminates, it describes the ability of a light source to reveal the color of an object, as compared to the color a natural light source would provide. The highest possible CRI is 100. A CRI of 100 generally refers to a perfect black body, like a tungsten light source or the sun. ” www.pixelsham.com/2021/04/28/types-of-film-lights-and-their-efficiency 
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What is the Light Field?Read more: What is the Light Field?http://lightfield-forum.com/what-is-the-lightfield/ The light field consists of the total of all light rays in 3D space, flowing through every point and in every direction. How to Record a Light Field- a single, robotically controlled camera
- a rotating arc of cameras
- an array of cameras or camera modules
- a single camera or camera lens fitted with a microlens array
 
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Willem Zwarthoed – Aces gamut in VFX production pdfRead more: Willem Zwarthoed – Aces gamut in VFX production pdfhttps://www.provideocoalition.com/color-management-part-12-introducing-aces/ Local copy: 
 https://www.slideshare.net/hpduiker/acescg-a-common-color-encoding-for-visual-effects-applications 
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Unity 3D resourcesRead more: 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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