COMPOSITION
DESIGN
-
Mike Mitchell x Marvel x Mondo – Iconic portraits of Marvel’s huge stable of heroes and villains
Read more: Mike Mitchell x Marvel x Mondo – Iconic portraits of Marvel’s huge stable of heroes and villainshttps://mondoshop.com/blogs/gallery/16910155-mike-mitchell-x-marvel-x-mondo
https://time.com/69659/marvel-comics-mike-mitchell-artist-portraits/
-
Create striked-out text
http://fsymbols.com/generators/strikethrough/
s̶t̶r̶i̶k̶e̶ ̶i̶t̶ ̶l̶i̶k̶̶e̶ ̶i̶t̶s̶ ̶h̶o̶t
COLOR
-
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.
-
Types of Film Lights and their efficiency – CRI, Color Temperature and Luminous Efficacy
Read more: Types of Film Lights and their efficiency – CRI, Color Temperature and Luminous Efficacynofilmschool.com/types-of-film-lights
“Not every light performs the same way. Lights and lighting are tricky to handle. You have to plan for every circumstance. But the good news is, lighting can be adjusted. Let’s look at different factors that affect lighting in every scene you shoot. ”
Use CRI, Luminous Efficacy and color temperature controls to match your needs.
Color Temperature
Color temperature describes the “color” of white light by a light source radiated by a perfect black body at a given temperature measured in degrees Kelvinhttps://www.pixelsham.com/2019/10/18/color-temperature/
CRI
“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. ”https://www.studiobinder.com/blog/what-is-color-rendering-index/
https://en.wikipedia.org/wiki/Color_rendering_index
Light source CCT (K) CRI Low-pressure sodium (LPS/SOX) 1800 −44 Clear mercury-vapor 6410 17 High-pressure sodium (HPS/SON) 2100 24 Coated mercury-vapor 3600 49 Halophosphate warm-white fluorescent 2940 51 Halophosphate cool-white fluorescent 4230 64 Tri-phosphor warm-white fluorescent 2940 73 Halophosphate cool-daylight fluorescent 6430 76 “White” SON 2700 82 Standard LED Lamp 2700–5000 83 Quartz metal halide 4200 85 Tri-phosphor cool-white fluorescent 4080 89 High-CRI LED lamp (blue LED) 2700–5000 95 Ceramic discharge metal-halide lamp 5400 96 Ultra-high-CRI LED lamp (violet LED) 2700–5000 99 Incandescent/halogen bulb 3200 100 Luminous Efficacy
Luminous efficacy is a measure of how well a light source produces visible light, watts out versus watts in, measured in lumens per watt. In other words it is a measurement that indicates the ability of a light source to emit visible light using a given amount of power. It is a ratio of the visible energy to the power that goes into the bulb.FILM LIGHT TYPES
Consumer light types
Tungsten Lights
Light interiors and match domestic places or office locations. Daylight.Advantages of Tungsten Lights
Almost perfect color rendition
Low cost
Does not use mercury like CFLs (fluorescent) or mercury vapor lights
Better color temperature than standard tungsten
Longer life than a conventional incandescent
Instant on to full brightness, no warm-up time, and it is dimmableDisadvantages of Tungsten Lights
Extremely hot
High power requirement
The lamp is sensitive to oils and cannot be touched
The bulb is capable of blowing and sending hot glass shards outward. A screen or layer of glass on the outside of the lamp can protect users.Hydrargyrum medium-arc iodide lights
HMI’s are used when high output is required. They are also used to recreate sun shining through windows or to fake additional sun while shooting exteriors. HMIs can light huge areas at once.Advantages of HMI lights
High light output
Higher efficiency
High color temperatureDisadvantages of HMI lights:
High cost
High power requirement
Dims only to about 50%
the color temperature increases with dimming
HMI bulbs will explode is dropped and release toxic chemicalsFluorescent
Fluorescent film lighting is achieved by laying multiple tubes next to each other, combining as many as you want for the desired brightness. The good news is you can choose your bulbs to either be warm or cool depending on the scenario you’re shooting. You want to get these bulbs close to the subject because they’re not great at opening up spaces. Fluorescent lighting is used to light interiors and is more compact and cooler than tungsten or HMI lighting.Advantages of Fluorescent lights
High efficiency
Low power requirement
Low cost
Long lamp life
Cool
Capable of soft even lighting over a large area
LightweightDisadvantages of Fluorescent lights
Flicker
High CRI
Domestic tubes have low CRI & poor color rendition.LED
LED’s are more and more common on film sets. You can use batteries to power them. That makes them portable and sleek – no messy cabled needed. You can rig your own panels of LED lights to fit any space necessary as well. LED’s can also power Fresnel style lamp heads such as the Arri L-series.Advantages of LED light
Soft, even lighting
Pure light without UV-artifacts
High efficiency
Low power consumption, can be battery powered
Excellent dimming by means of pulse width modulation control
Long lifespan
Environmentally friendly
Insensitive to shock
No risk of explosionDisadvantages of LED light
High cost.
LED’s are currently still expensive for their total light output -
mmColorTarget – Nuke Gizmo for color matching a MacBeth chart
Read more: mmColorTarget – Nuke Gizmo for color matching a MacBeth charthttps://www.marcomeyer-vfx.de/posts/2014-04-11-mmcolortarget-nuke-gizmo/
https://www.marcomeyer-vfx.de/posts/mmcolortarget-nuke-gizmo/
https://vimeo.com/9.1652466e+07
https://www.nukepedia.com/gizmos/colour/mmcolortarget
-
Photography basics: Color Temperature and White Balance
Read more: Photography basics: Color Temperature and White BalanceColor Temperature of a light source describes the spectrum of light which is radiated from a theoretical “blackbody” (an ideal physical body that absorbs all radiation and incident light – neither reflecting it nor allowing it to pass through) with a given surface temperature.
https://en.wikipedia.org/wiki/Color_temperature
Or. Most simply it is a method of describing the color characteristics of light through a numerical value that corresponds to the color emitted by a light source, measured in degrees of Kelvin (K) on a scale from 1,000 to 10,000.
More accurately. The color temperature of a light source is the temperature of an ideal backbody that radiates light of comparable hue to that of the light source.
As such, the color temperature of a light source is a numerical measurement of its color appearance. It is based on the principle that any object will emit light if it is heated to a high enough temperature, and that the color of that light will shift in a predictable manner as the temperature is increased. The system is based on the color changes of a theoretical “blackbody radiator” as it is heated from a cold black to a white hot state.
So, why do we measure the hue of the light as a “temperature”? This was started in the late 1800s, when the British physicist William Kelvin heated a block of carbon. It glowed in the heat, producing a range of different colors at different temperatures. The black cube first produced a dim red light, increasing to a brighter yellow as the temperature went up, and eventually produced a bright blue-white glow at the highest temperatures. In his honor, Color Temperatures are measured in degrees Kelvin, which are a variation on Centigrade degrees. Instead of starting at the temperature water freezes, the Kelvin scale starts at “absolute zero,” which is -273 Centigrade.
More about black bodies here: https://www.pixelsham.com/2013/03/14/black-body-color
Details in the post
-
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.
-
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:
-
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.”
-
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
-
Image rendering bit depth
The terms 8-bit, 16-bit, 16-bit float, and 32-bit refer to different data formats used to store and represent image information, as bits per pixel.
https://en.wikipedia.org/wiki/Color_depth
In color technology, color depth also known as bit depth, is either the number of bits used to indicate the color of a single pixel, OR the number of bits used for each color component of a single pixel.
When referring to a pixel, the concept can be defined as bits per pixel (bpp).
When referring to a color component, the concept can be defined as bits per component, bits per channel, bits per color (all three abbreviated bpc), and also bits per pixel component, bits per color channel or bits per sample (bps). Modern standards tend to use bits per component, but historical lower-depth systems used bits per pixel more often.
Color depth is only one aspect of color representation, expressing the precision with which the amount of each primary can be expressed; the other aspect is how broad a range of colors can be expressed (the gamut). The definition of both color precision and gamut is accomplished with a color encoding specification which assigns a digital code value to a location in a color space.
Here’s a simple explanation of each.
8-bit images (i.e. 24 bits per pixel for a color image) are considered Low Dynamic Range.
They can store around 5 stops of light and each pixel carry a value from 0 (black) to 255 (white).
As a comparison, DSLR cameras can capture ~12-15 stops of light and they use RAW files to store the information.16-bit: This format is commonly referred to as “half-precision.” It uses 16 bits of data to represent color values for each pixel. With 16 bits, you can have 65,536 discrete levels of color, allowing for relatively high precision and smooth gradients. However, it has a limited dynamic range, meaning it cannot accurately represent extremely bright or dark values. It is commonly used for regular images and textures.
16-bit float: This format is an extension of the 16-bit format but uses floating-point numbers instead of fixed integers. Floating-point numbers allow for more precise calculations and a larger dynamic range. In this case, the 16 bits are used to store both the color value and the exponent, which controls the range of values that can be represented. The 16-bit float format provides better accuracy and a wider dynamic range than regular 16-bit, making it useful for high-dynamic-range imaging (HDRI) and computations that require more precision.
32-bit: (i.e. 96 bits per pixel for a color image) are considered High Dynamic Range. This format, also known as “full-precision” or “float,” uses 32 bits to represent color values and offers the highest precision and dynamic range among the three options. With 32 bits, you have a significantly larger number of discrete levels, allowing for extremely accurate color representation, smooth gradients, and a wide range of brightness values. It is commonly used for professional rendering, visual effects, and scientific applications where maximum precision is required.
Bits and HDR coverage
High Dynamic Range (HDR) images are designed to capture a wide range of luminance values, from the darkest shadows to the brightest highlights, in order to reproduce a scene with more accuracy and detail. The bit depth of an image refers to the number of bits used to represent each pixel’s color information. When comparing 32-bit float and 16-bit float HDR images, the drop in accuracy primarily relates to the precision of the color information.
A 32-bit float HDR image offers a higher level of precision compared to a 16-bit float HDR image. In a 32-bit float format, each color channel (red, green, and blue) is represented by 32 bits, allowing for a larger range of values to be stored. This increased precision enables the image to retain more details and subtleties in color and luminance.
On the other hand, a 16-bit float HDR image utilizes 16 bits per color channel, resulting in a reduced range of values that can be represented. This lower precision leads to a loss of fine details and color nuances, especially in highly contrasted areas of the image where there are significant differences in luminance.
The drop in accuracy between 32-bit and 16-bit float HDR images becomes more noticeable as the exposure range of the scene increases. Exposure range refers to the span between the darkest and brightest areas of an image. In scenes with a limited exposure range, where the luminance differences are relatively small, the loss of accuracy may not be as prominent or perceptible. These images usually are around 8-10 exposure levels.
However, in scenes with a wide exposure range, such as a landscape with deep shadows and bright highlights, the reduced precision of a 16-bit float HDR image can result in visible artifacts like color banding, posterization, and loss of detail in both shadows and highlights. The image may exhibit abrupt transitions between tones or colors, which can appear unnatural and less realistic.
To provide a rough estimate, it is often observed that exposure values beyond approximately ±6 to ±8 stops from the middle gray (18% reflectance) may be more prone to accuracy issues in a 16-bit float format. This range may vary depending on the specific implementation and encoding scheme used.
To summarize, the drop in accuracy between 32-bit and 16-bit float HDR images is mainly related to the reduced precision of color information. This decrease in precision becomes more apparent in scenes with a wide exposure range, affecting the representation of fine details and leading to visible artifacts in the image.
In practice, this means that exposure values beyond a certain range will experience a loss of accuracy and detail when stored in a 16-bit float format. The exact range at which this loss occurs depends on the encoding scheme and the specific implementation. However, in general, extremely bright or extremely dark values that fall outside the representable range may be subject to quantization errors, resulting in loss of detail, banding, or other artifacts.
HDRs used for lighting purposes are usually slightly convolved to improve on sampling speed and removing specular artefacts. To that extent, 16 bit float HDRIs tend to me most used in CG cycles.
-
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/
LIGHTING
-
Terminators and Iron Men: HDRI, Image-based lighting and physical shading at ILM – Siggraph 2010
Read more: Terminators and Iron Men: HDRI, Image-based lighting and physical shading at ILM – Siggraph 2010 -
HDRI shooting and editing by Xuan Prada and Greg Zaal
www.xuanprada.com/blog/2014/11/3/hdri-shooting
http://blog.gregzaal.com/2016/03/16/make-your-own-hdri/
http://blog.hdrihaven.com/how-to-create-high-quality-hdri/
Shooting checklist
- Full coverage of the scene (fish-eye shots)
- Backplates for look-development (including ground or floor)
- Macbeth chart for white balance
- Grey ball for lighting calibration
- Chrome ball for lighting orientation
- Basic scene measurements
- Material samples
- Individual HDR artificial lighting sources if required
Methodology
- Plant the tripod where the action happens, stabilise it and level it
- Set manual focus
- Set white balance
- Set ISO
- Set raw+jpg
- Set apperture
- Metering exposure
- Set neutral exposure
- Read histogram and adjust neutral exposure if necessary
- Shot slate (operator name, location, date, time, project code name, etc)
- Set auto bracketing
- Shot 5 to 7 exposures with 3 stops difference covering the whole environment
- Place the aromatic kit where the tripod was placed, and take 3 exposures. Keep half of the grey sphere hit by the sun and half in shade.
- Place the Macbeth chart 1m away from tripod on the floor and take 3 exposures
- Take backplates and ground/floor texture references
- Shoot reference materials
- Write down measurements of the scene, specially if you are shooting interiors.
- If shooting artificial lights take HDR samples of each individual lighting source.
Exposures starting point
- Day light sun visible ISO 100 F22
- Day light sun hidden ISO 100 F16
- Cloudy ISO 320 F16
- Sunrise/Sunset ISO 100 F11
- Interior well lit ISO 320 F16
- Interior ambient bright ISO 320 F10
- Interior bad light ISO 640 F10
- Interior ambient dark ISO 640 F8
- Low light situation ISO 640 F5
NOTE: The goal is to clean the initial individual brackets before or at merging time as much as possible.
This means:- keeping original shooting metadata
- de-fringing
- removing aberration (through camera lens data or automatically)
- at 32 bit
- in ACEScg (or ACES) wherever possible
Here are the tips for using the chromatic ball in VFX projects, written in English:
https://www.linkedin.com/posts/bellrodrigo_here-are-the-tips-for-using-the-chromatic-activity-7200950595438940160-AGBpTips for Using the Chromatic Ball in VFX Projects**
The chromatic ball is an invaluable tool in VFX work, helping to capture lighting and reflection data crucial for integrating CGI elements seamlessly. Here are some tips to maximize its effectiveness:
1. **Positioning**:
– Place the chromatic ball in the same lighting conditions as the main subject. Ensure it is visible in the camera frame but not obstructing the main action.
– Ideally, place the ball where the CGI elements will be integrated to match the lighting and reflections accurately.2. **Recording Reference Footage**:
– Capture reference footage of the chromatic ball at the beginning and end of each scene or lighting setup. This ensures you have consistent lighting data for the entire shoot.3. **Consistent Angles**:
– Use consistent camera angles and heights when recording the chromatic ball. This helps in comparing and matching lighting setups across different shots.4. **Combine with a Gray Ball**:
– Use a gray ball alongside the chromatic ball. The gray ball provides a neutral reference for exposure and color balance, complementing the chromatic ball’s reflection data.5. **Marking Positions**:
– Mark the position of the chromatic ball on the set to ensure consistency when shooting multiple takes or different camera angles.6. **Lighting Analysis**:
– Analyze the chromatic ball footage to understand the light sources, intensity, direction, and color temperature. This information is crucial for creating realistic CGI lighting and shadows.7. **Reflection Analysis**:
– Use the chromatic ball to capture the environment’s reflections. This helps in accurately reflecting the CGI elements within the same scene, making them blend seamlessly.8. **Use HDRI**:
– Capture High Dynamic Range Imagery (HDRI) of the chromatic ball. HDRI provides detailed lighting information and can be used to light CGI scenes with greater realism.9. **Communication with VFX Team**:
– Ensure that the VFX team is aware of the chromatic ball’s data and how it was captured. Clear communication ensures that the data is used effectively in post-production.10. **Post-Production Adjustments**:
– In post-production, use the chromatic ball data to adjust the CGI elements’ lighting and reflections. This ensures that the final output is visually cohesive and realistic. -
ICLight – Krea and ComfyUI light editing
Read more: ICLight – Krea and ComfyUI light editinghttps://drive.google.com/drive/folders/16Aq1mqZKP-h8vApaN4FX5at3acidqPUv
https://github.com/lllyasviel/IC-Light
https://generativematte.blogspot.com/2025/03/comfyui-ic-light-relighting-exploration.html
Workflow Local copy
-
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
-
Vahan Sosoyan MakeHDR – an OpenFX open source plug-in for merging multiple LDR images into a single HDRI
Read more: Vahan Sosoyan MakeHDR – an OpenFX open source plug-in for merging multiple LDR images into a single HDRIhttps://github.com/Sosoyan/make-hdr
Feature notes
- Merge up to 16 inputs with 8, 10 or 12 bit depth processing
- User friendly logarithmic Tone Mapping controls within the tool
- Advanced controls such as Sampling rate and Smoothness
Available at cross platform on Linux, MacOS and Windows Works consistent in compositing applications like Nuke, Fusion, Natron.
NOTE: The goal is to clean the initial individual brackets before or at merging time as much as possible.
This means:- keeping original shooting metadata
- de-fringing
- removing aberration (through camera lens data or automatically)
- at 32 bit
- in ACEScg (or ACES) wherever possible
COLLECTIONS
| Featured AI
| Design And Composition
| Explore posts
POPULAR SEARCHES
unreal | pipeline | virtual production | free | learn | photoshop | 360 | macro | google | nvidia | resolution | open source | hdri | real-time | photography basics | nuke
FEATURED POSTS
Social Links
DISCLAIMER – Links and images on this website may be protected by the respective owners’ copyright. All data submitted by users through this site shall be treated as freely available to share.
