COMPOSITION
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7 Commandments of Film Editing and composition
Read more: 7 Commandments of Film Editing and composition1. Watch every frame of raw footage twice. On the second time, take notes. If you don’t do this and try to start developing a scene premature, then it’s a big disservice to yourself and to the director, actors and production crew.
2. Nurture the relationships with the director. You are the secondary person in the relationship. Be calm and continually offer solutions. Get the main intention of the film as soon as possible from the director.
3. Organize your media so that you can find any shot instantly.
4. Factor in extra time for renders, exports, errors and crashes.
5. Attempt edits and ideas that shouldn’t work. It just might work. Until you do it and watch it, you won’t know. Don’t rule out ideas just because they don’t make sense in your mind.
6. Spend more time on your audio. It’s the glue of your edit. AUDIO SAVES EVERYTHING. Create fluid and seamless audio under your video.
7. Make cuts for the scene, but always in context for the whole film. Have a macro and a micro view at all times.
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Cinematographers Blueprint 300dpi poster
Read more: Cinematographers Blueprint 300dpi posterThe 300dpi digital poster is now available to all PixelSham.com subscribers.
If you have already subscribed and wish a copy, please send me a note through the contact page.
DESIGN
COLOR
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OpenColorIO standard
https://www.provideocoalition.com/color-management-part-11-introducing-opencolorio/
OpenColorIO (OCIO) is a new open source project from Sony Imageworks.
Based on development started in 2003, OCIO enables color transforms and image display to be handled in a consistent manner across multiple graphics applications. Unlike other color management solutions, OCIO is geared towards motion-picture post production, with an emphasis on visual effects and animation color pipelines.
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Colormaxxing – What if I told you that rgb(255, 0, 0) is not actually the reddest red you can have in your browser?
https://karuna.dev/colormaxxing
https://webkit.org/blog-files/color-gamut/comparison.html
https://oklch.com/#70,0.1,197,100
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Björn Ottosson – OKlch color space
Björn Ottosson proposed OKlch in 2020 to create a color space that can closely mimic how color is perceived by the human eye, predicting perceived lightness, chroma, and hue.
The OK in OKLCH stands for Optimal Color.
- L: Lightness (the perceived brightness of the color)
- C: Chroma (the intensity or saturation of the color)
- H: Hue (the actual color, such as red, blue, green, etc.)
Also read:
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What light is best to illuminate gems for resale
www.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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Capturing textures albedo
Read more: Capturing textures albedoBuilding a Portable PBR Texture Scanner by Stephane Lb
http://rtgfx.com/pbr-texture-scanner/How To Split Specular And Diffuse In Real Images, by John Hable
http://filmicworlds.com/blog/how-to-split-specular-and-diffuse-in-real-images/Capturing albedo using a Spectralon
https://www.activision.com/cdn/research/Real_World_Measurements_for_Call_of_Duty_Advanced_Warfare.pdfReal_World_Measurements_for_Call_of_Duty_Advanced_Warfare.pdf
Spectralon is a teflon-based pressed powderthat comes closest to being a pure Lambertian diffuse material that reflects 100% of all light. If we take an HDR photograph of the Spectralon alongside the material to be measured, we can derive thediffuse albedo of that material.
The process to capture diffuse reflectance is very similar to the one outlined by Hable.
1. We put a linear polarizing filter in front of the camera lens and a second linear polarizing filterin front of a modeling light or a flash such that the two filters are oriented perpendicular to eachother, i.e. cross polarized.
2. We place Spectralon close to and parallel with the material we are capturing and take brack-eted shots of the setup7. Typically, we’ll take nine photographs, from -4EV to +4EV in 1EVincrements.
3. We convert the bracketed shots to a linear HDR image. We found that many HDR packagesdo not produce an HDR image in which the pixel values are linear. PTGui is an example of apackage which does generate a linear HDR image. At this point, because of the cross polarization,the image is one of surface diffuse response.
4. We open the file in Photoshop and normalize the image by color picking the Spectralon, filling anew layer with that color and setting that layer to “Divide”. This sets the Spectralon to 1 in theimage. All other color values are relative to this so we can consider them as diffuse albedo.
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PTGui 13 beta adds control through a Patch Editor
Additions:
- Patch Editor (PTGui Pro)
- DNG output
- Improved RAW / DNG handling
- JPEG 2000 support
- Performance improvements
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No one could see the colour blue until modern times
https://www.businessinsider.com/what-is-blue-and-how-do-we-see-color-2015-2
The way humans see the world… until we have a way to describe something, even something so fundamental as a colour, we may not even notice that something it’s there.
Ancient languages didn’t have a word for blue — not Greek, not Chinese, not Japanese, not Hebrew, not Icelandic cultures. And without a word for the colour, there’s evidence that they may not have seen it at all.
https://www.wnycstudios.org/story/211119-colorsEvery language first had a word for black and for white, or dark and light. The next word for a colour to come into existence — in every language studied around the world — was red, the colour of blood and wine.
After red, historically, yellow appears, and later, green (though in a couple of languages, yellow and green switch places). The last of these colours to appear in every language is blue.The only ancient culture to develop a word for blue was the Egyptians — and as it happens, they were also the only culture that had a way to produce a blue dye.
https://mymodernmet.com/shades-of-blue-color-history/True blue hues are rare in the natural world because synthesizing pigments that absorb longer-wavelength light (reds and yellows) while reflecting shorter-wavelength blue light requires exceptionally elaborate molecular structures—biochemical feats that most plants and animals simply don’t undertake.
When you gaze at a blueberry’s deep blue surface, you’re actually seeing structural coloration rather than a true blue pigment. A fine, waxy bloom on the berry’s skin contains nanostructures that preferentially scatter blue and violet light, giving the fruit its signature blue sheen even though its inherent pigment is reddish.
Similarly, many of nature’s most striking blues—like those of blue jays and morpho butterflies—arise not from blue pigments but from microscopic architectures in feathers or wing scales. These tiny ridges and air pockets manipulate incoming light so that blue wavelengths emerge most prominently, creating vivid, angle-dependent colors through scattering rather than pigment alone.
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StudioBinder.com – CRI color rendering index
Read 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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Akiyoshi Kitaoka – Surround biased illumination perception
Read more: Akiyoshi Kitaoka – Surround biased illumination perceptionhttps://x.com/AkiyoshiKitaoka/status/1798705648001327209
The left face appears whitish and the right one blackish, but they are made up of the same luminance.
https://community.wolfram.com/groups/-/m/t/3191015
Illusory staircase Gelb effect
https://www.psy.ritsumei.ac.jp/akitaoka/illgelbe.html -
The Color of Infinite Temperature
This is the color of something infinitely hot.
Of course you’d instantly be fried by gamma rays of arbitrarily high frequency, but this would be its spectrum in the visible range.
johncarlosbaez.wordpress.com/2022/01/16/the-color-of-infinite-temperature/
This is also the color of a typical neutron star. They’re so hot they look the same.
It’s also the color of the early Universe!This was worked out by David Madore.
The color he got is sRGB(148,177,255).
www.htmlcsscolor.com/hex/94B1FFAnd according to the experts who sip latte all day and make up names for colors, this color is called ‘Perano’.
LIGHTING
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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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Lighting Every Darkness with 3DGS: Fast Training and Real-Time Rendering and Denoising for HDR View Synthesis
Read more: Lighting Every Darkness with 3DGS: Fast Training and Real-Time Rendering and Denoising for HDR View Synthesishttps://srameo.github.io/projects/le3d/
LE3D is a method for real-time HDR view synthesis from RAW images. It is particularly effective for nighttime scenes.
https://github.com/Srameo/LE3D
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LUX vs LUMEN vs NITS vs CANDELA – What is the difference
Read more: LUX vs LUMEN vs NITS vs CANDELA – What is the differenceMore details here: Lumens vs Candelas (candle) vs Lux vs FootCandle vs Watts vs Irradiance vs Illuminance
https://www.inhouseav.com.au/blog/beginners-guide-nits-lumens-brightness/
Candela
Candela is the basic unit of measure of the entire volume of light intensity from any point in a single direction from a light source. Note the detail: it measures the total volume of light within a certain beam angle and direction.
While the luminance of starlight is around 0.001 cd/m2, that of a sunlit scene is around 100,000 cd/m2, which is a hundred millions times higher. The luminance of the sun itself is approximately 1,000,000,000 cd/m2.NIT
https://en.wikipedia.org/wiki/Candela_per_square_metre
The candela per square metre (symbol: cd/m2) is the unit of luminance in the International System of Units (SI). The unit is based on the candela, the SI unit of luminous intensity, and the square metre, the SI unit of area. The nit (symbol: nt) is a non-SI name also used for this unit (1 nt = 1 cd/m2).[1] The term nit is believed to come from the Latin word nitēre, “to shine”. As a measure of light emitted per unit area, this unit is frequently used to specify the brightness of a display device.
NIT and cd/m2 (candela power) represent the same thing and can be used interchangeably. One nit is equivalent to one candela per square meter, where the candela is the amount of light which has been emitted by a common tallow candle, but NIT is not part of the International System of Units (abbreviated SI, from Systeme International, in French).
It’s easiest to think of a TV as emitting light directly, in much the same way as the Sun does. Nits are simply the measurement of the level of light (luminance) in a given area which the emitting source sends to your eyes or a camera sensor.
The Nit can be considered a unit of visible-light intensity which is often used to specify the brightness level of an LCD.
1 Nit is approximately equal to 3.426 Lumens. To work out a comparable number of Nits to Lumens, you need to multiply the number of Nits by 3.426. If you know the number of Lumens, and wish to know the Nits, simply divide the number of Lumens by 3.426.
Most consumer desktop LCDs have Nits of 200 to 300, the average TV most likely has an output capability of between 100 and 200 Nits, and an HDR TV ranges from 400 to 1,500 Nits.
Virtual Production sets currently sport around 6000 NIT ceiling and 1000 NIT wall panels.The ambient brightness of a sunny day with clear blue skies is between 7000-10,000 nits (between 3000-7000 nits for overcast skies and indirect sunlight).
A bright sunny day can have specular highlights that reach over 100,000 nits. Direct sunlight is around 1,600,000,000 nits.
10,000 nits is also the typical brightness of a fluorescent tube – bright, but not painful to look at.https://www.displaydaily.com/article/display-daily/dolby-vision-vs-hdr10-clarified
Tests showed that a “black level” of 0.005 nits (cd/m²) satisfied the vast majority of viewers. While 0.005 nits is very close to true black, Griffis says Dolby can go down to a black of 0.0001 nits, even though there is no need or ability for displays to get that dark today.
How bright is white? Dolby says the range of 0.005 nits – 10,000 nits satisfied 84% of the viewers in their viewing tests.
The brightest consumer HDR displays today are about 1,500 nits. Professional displays where HDR content is color-graded can achieve up to 4,000 nits peak brightness.High brightness that would be in danger of damaging the eye would be in the neighborhood of 250,000 nits.
Lumens
Lumen is a measure of how much light is emitted (luminance, luminous flux) by an object. It indicates the total potential amount of light from a light source that is visible to the human eye.
Lumen is commonly used in the context of light bulbs or video-projectors as a metric for their brightness power.Lumen is used to describe light output, and about video projectors, it is commonly referred to as ANSI Lumens. Simply put, lumens is how to find out how bright a LED display is. The higher the lumens, the brighter to display!
Technically speaking, a Lumen is the SI unit of luminous flux, which is equal to the amount of light which is emitted per second in a unit solid angle of one steradian from a uniform source of one-candela intensity radiating in all directions.
LUX
Lux (lx) or often Illuminance, is a photometric unit along a given area, which takes in account the sensitivity of human eye to different wavelenghts. It is the measure of light at a specific distance within a specific area at that distance. Often used to measure the incidental sun’s intensity.
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