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 
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9 Best Hacks to Make a Cinematic Video with Any CameraRead more: 9 Best Hacks to Make a Cinematic Video with Any Camerahttps://www.flexclip.com/learn/cinematic-video.html - Frame Your Shots to Create Depth
- Create Shallow Depth of Field
- Avoid Shaky Footage and Use Flexible Camera Movements
- Properly Use Slow Motion
- Use Cinematic Lighting Techniques
- Apply Color Grading
- Use Cinematic Music and SFX
- Add Cinematic Fonts and Text Effects
- Create the Cinematic Bar at the Top and the Bottom
  
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Mastering Camera Shots and Angles: A Guide for FilmmakersRead more: Mastering Camera Shots and Angles: A Guide for Filmmakershttps://website.ltx.studio/blog/mastering-camera-shots-and-angles 1. Extreme Wide Shot  2. Wide Shot  3. Medium Shot  4. Close Up  5. Extreme Close Up  
DESIGN
COLOR
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Björn Ottosson – How software gets color wrongRead 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: 
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PBR Color Reference List for Materials – by Grzegorz BaranRead more: PBR Color Reference List for Materials – by Grzegorz Baran“The list should be helpful for every material artist who work on PBR materials as it contains over 200 color values measured with PCE-RGB2 1002 Color Spectrometer device and presented in linear and sRGB (2.2) gamma space. All color values, HUE and Saturation in this list come from measurements taken with PCE-RGB2 1002 Color Spectrometer device and are presented in linear and sRGB (2.2) gamma space (more info at the end of this video) I calculated Relative Luminance and Luminance values based on captured color using my own equation which takes color based luminance perception into consideration. Bare in mind that there is no ‘one’ color per substance as nothing in nature is even 100% uniform and any value in +/-10% range from these should be considered as correct one. Therefore this list should be always considered as a color reference for material’s albedos, not ulitimate and absolute truth.“ 
LIGHTING
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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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Fast, optimized ‘for’ pixel loops with OpenCV and Python to create tone mapped HDR imagesRead more: Fast, optimized ‘for’ pixel loops with OpenCV and Python to create tone mapped HDR imageshttps://pyimagesearch.com/2017/08/28/fast-optimized-for-pixel-loops-with-opencv-and-python/ https://learnopencv.com/exposure-fusion-using-opencv-cpp-python/ Exposure Fusion is a method for combining images taken with different exposure settings into one image that looks like a tone mapped High Dynamic Range (HDR) image. 
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DiffusionLight: HDRI Light Probes for Free by Painting a Chrome BallRead more: DiffusionLight: HDRI Light Probes for Free by Painting a Chrome Ballhttps://diffusionlight.github.io/ https://github.com/DiffusionLight/DiffusionLight https://github.com/DiffusionLight/DiffusionLight?tab=MIT-1-ov-file#readme https://colab.research.google.com/drive/15pC4qb9mEtRYsW3utXkk-jnaeVxUy-0S “a simple yet effective technique to estimate lighting in a single input image. Current techniques rely heavily on HDR panorama datasets to train neural networks to regress an input with limited field-of-view to a full environment map. However, these approaches often struggle with real-world, uncontrolled settings due to the limited diversity and size of their datasets. To address this problem, we leverage diffusion models trained on billions of standard images to render a chrome ball into the input image. Despite its simplicity, this task remains challenging: the diffusion models often insert incorrect or inconsistent objects and cannot readily generate images in HDR format. Our research uncovers a surprising relationship between the appearance of chrome balls and the initial diffusion noise map, which we utilize to consistently generate high-quality chrome balls. We further fine-tune an LDR difusion model (Stable Diffusion XL) with LoRA, enabling it to perform exposure bracketing for HDR light estimation. Our method produces convincing light estimates across diverse settings and demonstrates superior generalization to in-the-wild scenarios.”  
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Bella – Fast Spectral RenderingRead more: Bella – Fast Spectral RenderingBella 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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![sRGB gamma correction test [gamma correction test]](http://www.madore.org/~david/misc/color/gammatest.png)














