COMPOSITION
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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
DESIGN
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Reuben Wu – Glowing Geometric Light Paintings
Read more: Reuben Wu – Glowing Geometric Light Paintingswww.thisiscolossal.com/2021/04/reuben-wu-ex-stasis/
Wu programmed a stick of 200 LED lights to shift in color and shape above the calm landscapes. He captured the mesmerizing movements in-camera, and through a combination of stills, timelapse, and real-time footage, produced four audiovisual works that juxtapose the natural scenery with the artificially produced light and electronic sounds.
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boldtron – 𝗗𝗘𝗣𝗜𝗖𝗧𝗜𝗡𝗚 𝗪𝗔𝗧𝗘𝗥𝗚𝗨𝗡𝗦
Read more: boldtron – 𝗗𝗘𝗣𝗜𝗖𝗧𝗜𝗡𝗚 𝗪𝗔𝗧𝗘𝗥𝗚𝗨𝗡𝗦See this Instagram post by @boldtron using ComfyUI + Krea
https://www.instagram.com/p/C5v-H0PNYYg/?utm_source=ig_web_button_share_sheet
COLOR
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About color: What is a LUT
Read more: About color: What is a LUThttp://www.lightillusion.com/luts.html
https://www.shutterstock.com/blog/how-use-luts-color-grading
A LUT (Lookup Table) is essentially the modifier between two images, the original image and the displayed image, based on a mathematical formula. Basically conversion matrices of different complexities. There are different types of LUTS – viewing, transform, calibration, 1D and 3D.
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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 -
PTGui 13 beta adds control through a Patch Editor
Read more: PTGui 13 beta adds control through a Patch EditorAdditions:
- Patch Editor (PTGui Pro)
- DNG output
- Improved RAW / DNG handling
- JPEG 2000 support
- Performance improvements
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Björn Ottosson – OKlch color space
Read more: Björn Ottosson – OKlch color spaceBjörn 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:
LIGHTING
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Simulon – a Hollywood production studio app in the hands of an independent creator with access to consumer hardware, LDRi to HDRi through ML
Read more: Simulon – a Hollywood production studio app in the hands of an independent creator with access to consumer hardware, LDRi to HDRi through MLDivesh Naidoo: The video below was made with a live in-camera preview and auto-exposure matching, no camera solve, no HDRI capture and no manual compositing setup. Using the new Simulon phone app.
LDR to HDR through ML
https://simulon.typeform.com/betatest
(more…)Process example
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Light and Matter : The 2018 theory of Physically-Based Rendering and Shading by Allegorithmic
Read more: Light and Matter : The 2018 theory of Physically-Based Rendering and Shading by Allegorithmicacademy.substance3d.com/courses/the-pbr-guide-part-1
academy.substance3d.com/courses/the-pbr-guide-part-2
Local copy:
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What’s the Difference Between Ray Casting, Ray Tracing, Path Tracing and Rasterization? Physical light tracing…
Read more: What’s the Difference Between Ray Casting, Ray Tracing, Path Tracing and Rasterization? Physical light tracing…RASTERIZATION
Rasterisation (or rasterization) is the task of taking the information described in a vector graphics format OR the vertices of triangles making 3D shapes and converting them into a raster image (a series of pixels, dots or lines, which, when displayed together, create the image which was represented via shapes), or in other words “rasterizing” vectors or 3D models onto a 2D plane for display on a computer screen.For each triangle of a 3D shape, you project the corners of the triangle on the virtual screen with some math (projective geometry). Then you have the position of the 3 corners of the triangle on the pixel screen. Those 3 points have texture coordinates, so you know where in the texture are the 3 corners. The cost is proportional to the number of triangles, and is only a little bit affected by the screen resolution.
In computer graphics, a raster graphics or bitmap image is a dot matrix data structure that represents a generally rectangular grid of pixels (points of color), viewable via a monitor, paper, or other display medium.
With rasterization, objects on the screen are created from a mesh of virtual triangles, or polygons, that create 3D models of objects. A lot of information is associated with each vertex, including its position in space, as well as information about color, texture and its “normal,” which is used to determine the way the surface of an object is facing.
Computers then convert the triangles of the 3D models into pixels, or dots, on a 2D screen. Each pixel can be assigned an initial color value from the data stored in the triangle vertices.
Further pixel processing or “shading,” including changing pixel color based on how lights in the scene hit the pixel, and applying one or more textures to the pixel, combine to generate the final color applied to a pixel.
The main advantage of rasterization is its speed. However, rasterization is simply the process of computing the mapping from scene geometry to pixels and does not prescribe a particular way to compute the color of those pixels. So it cannot take shading, especially the physical light, into account and it cannot promise to get a photorealistic output. That’s a big limitation of rasterization.
There are also multiple problems:
If you have two triangles one is behind the other, you will draw twice all the pixels. you only keep the pixel from the triangle that is closer to you (Z-buffer), but you still do the work twice.
The borders of your triangles are jagged as it is hard to know if a pixel is in the triangle or out. You can do some smoothing on those, that is anti-aliasing.
You have to handle every triangles (including the ones behind you) and then see that they do not touch the screen at all. (we have techniques to mitigate this where we only look at triangles that are in the field of view)
Transparency is hard to handle (you can’t just do an average of the color of overlapping transparent triangles, you have to do it in the right order)
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What light is best to illuminate gems for resale
Read 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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studiobinder.com – What is Tenebrism and Hard Lighting — The Art of Light and Shadow and chiaroscuro Explained
Read more: studiobinder.com – What is Tenebrism and Hard Lighting — The Art of Light and Shadow and chiaroscuro Explainedhttps://www.studiobinder.com/blog/what-is-tenebrism-art-definition/
https://www.studiobinder.com/blog/what-is-hard-light-photography/
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7 Easy Portrait Lighting Setups
Read more: 7 Easy Portrait Lighting SetupsButterfly
Loop
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Rim
Broad
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