COMPOSITION
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Composition and The Expressive Nature Of Light
Read more: Composition and The Expressive Nature Of Lighthttp://www.huffingtonpost.com/bill-danskin/post_12457_b_10777222.html
George Sand once said “ The artist vocation is to send light into the human heart.”
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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
(more…)
DESIGN
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Interactive Maps of Earthquakes around the world
Read more: Interactive Maps of Earthquakes around the worldhttps://ralucanicola.github.io/JSAPI_demos/earthquakes
https://ralucanicola.github.io/JSAPI_demos/earthquakes-depth
https://ralucanicola.github.io/JSAPI_demos/ridgecrest-earthquake
https://ralucanicola.github.io/JSAPI_demos/last-earthquakes

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Pasquale Scionti – Production Walkthrough with Virtual Camera and iPad pro 11.5 on Unreal Engine 4.25
Read more: Pasquale Scionti – Production Walkthrough with Virtual Camera and iPad pro 11.5 on Unreal Engine 4.2580.lv/articles/creating-an-old-abandoned-mansion-with-quixel-tools/
www.artstation.com/artwork/Poexyo

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VQGAN + CLIP AI made Music Video for the song Canvas by Resonate
Read more: VQGAN + CLIP AI made Music Video for the song Canvas by Resonate” In this video, I utilized artificial intelligence to generate an animated music video for the song Canvas by Resonate. This tool allows anyone to generate beautiful images using only text as the input. My question was, what if I used song lyrics as input to the AI, can I make perfect music synchronized videos automatically with the push of a button? Let me know how you think the AI did in this visual interpretation of the song.
After getting caught up in the excitement around DALL·E2 (latest and greatest AI system, it’s INSANE), I searched for any way I could use similar image generation for music synchronization. Since DALL·E2 is not available to the public yet, my search led me to VQGAN + CLIP (Vector Quantized Generative Adversarial Network and Contrastive Language–Image Pre-training), before settling more specifically on Disco Diffusion V5.2 Turbo. If you don’t know what any of these words or acronyms mean, don’t worry, I was just as confused when I first started learning about this technology. I believe we’re reaching a turning point where entire industries are about to shift in reaction to this new process (which is essentially magic!).
DoodleChaos”
COLOR
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HDR and Color
Read more: HDR and Colorhttps://www.soundandvision.com/content/nits-and-bits-hdr-and-color
In HD we often refer to the range of available colors as a color gamut. Such a color gamut is typically plotted on a two-dimensional diagram, called a CIE chart, as shown in at the top of this blog. Each color is characterized by its x/y coordinates.
Good enough for government work, perhaps. But for HDR, with its higher luminance levels and wider color, the gamut becomes three-dimensional.
For HDR the color gamut therefore becomes a characteristic we now call the color volume. It isn’t easy to show color volume on a two-dimensional medium like the printed page or a computer screen, but one method is shown below. As the luminance becomes higher, the picture eventually turns to white. As it becomes darker, it fades to black. The traditional color gamut shown on the CIE chart is simply a slice through this color volume at a selected luminance level, such as 50%.
Three different color volumes—we still refer to them as color gamuts though their third dimension is important—are currently the most significant. The first is BT.709 (sometimes referred to as Rec.709), the color gamut used for pre-UHD/HDR formats, including standard HD.
The largest is known as BT.2020; it encompasses (roughly) the range of colors visible to the human eye (though ET might find it insufficient!).
Between these two is the color gamut used in digital cinema, known as DCI-P3.
sRGB

D65

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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/
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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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Mysterious animation wins best illusion of 2011 – Motion silencing illusion
Read more: Mysterious animation wins best illusion of 2011 – Motion silencing illusionThe 2011 Best Illusion of the Year uses motion to render color changes invisible, and so reveals a quirk in our visual systems that is new to scientists.
https://en.wikipedia.org/wiki/Motion_silencing_illusion
“It is a really beautiful effect, revealing something about how our visual system works that we didn’t know before,” said Daniel Simons, a professor at the University of Illinois, Champaign-Urbana. Simons studies visual cognition, and did not work on this illusion. Before its creation, scientists didn’t know that motion had this effect on perception, Simons said.
A viewer stares at a speck at the center of a ring of colored dots, which continuously change color. When the ring begins to rotate around the speck, the color changes appear to stop. But this is an illusion. For some reason, the motion causes our visual system to ignore the color changes. (You can, however, see the color changes if you follow the rotating circles with your eyes.)
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Brett Jones / Phil Reyneri (Lightform) / Philipp7pc: The study of Projection Mapping through Projectors
Read 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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Magnific.ai Relight – change the entire lighting of a scene
Read more: Magnific.ai Relight – change the entire lighting of a sceneIt’s a new Magnific spell that allows you to change the entire lighting of a scene and, optionally, the background with just:
1/ A prompt OR
2/ A reference image OR
3/ A light map (drawing your own lights)https://x.com/javilopen/status/1805274155065176489
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Rendering – BRDF – Bidirectional reflectance distribution function
Read more: Rendering – BRDF – Bidirectional reflectance distribution functionhttp://en.wikipedia.org/wiki/Bidirectional_reflectance_distribution_function
The bidirectional reflectance distribution function is a four-dimensional function that defines how light is reflected at an opaque surface
http://www.cs.ucla.edu/~zhu/tutorial/An_Introduction_to_BRDF-Based_Lighting.pdf
In general, when light interacts with matter, a complicated light-matter dynamic occurs. This interaction depends on the physical characteristics of the light as well as the physical composition and characteristics of the matter.
That is, some of the incident light is reflected, some of the light is transmitted, and another portion of the light is absorbed by the medium itself.
A BRDF describes how much light is reflected when light makes contact with a certain material. Similarly, a BTDF (Bi-directional Transmission Distribution Function) describes how much light is transmitted when light makes contact with a certain material
http://www.cs.princeton.edu/~smr/cs348c-97/surveypaper.html
It is difficult to establish exactly how far one should go in elaborating the surface model. A truly complete representation of the reflective behavior of a surface might take into account such phenomena as polarization, scattering, fluorescence, and phosphorescence, all of which might vary with position on the surface. Therefore, the variables in this complete function would be:
incoming and outgoing angle incoming and outgoing wavelength incoming and outgoing polarization (both linear and circular) incoming and outgoing position (which might differ due to subsurface scattering) time delay between the incoming and outgoing light ray
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NVidia DiffusionRenderer – Neural Inverse and Forward Rendering with Video Diffusion Models. How NVIDIA reimagined relighting
Read more: NVidia DiffusionRenderer – Neural Inverse and Forward Rendering with Video Diffusion Models. How NVIDIA reimagined relightinghttps://www.fxguide.com/quicktakes/diffusing-reality-how-nvidia-reimagined-relighting/
https://research.nvidia.com/labs/toronto-ai/DiffusionRenderer/
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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

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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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