COMPOSITION
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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
DESIGN
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Ranko Prozo – Modelling design tips
Every Project I work on I always create a stylization Cheat sheet. Every project is unique but some principles carry over no matter what. This is a sheet I use a lot when I work on isometric stylized projects to help keep my assets consistent and interesting. None of these concepts are my own, just lots of tips I learned over the years. I have also added this to a page on my website, will continue to update with more tips and tricks, just need time to compile it all :)
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AI MidJourney – creating images with AI
https://www.deviantart.com/tag/midjourney
https://boingboing.net/2022/03/24/midjourney-sharpens-style-of-ai-art.html
https://www.resetera.com/threads/midjourney-is-lighting-up-the-ai-generated-art-community.586463/
https://www.artstation.com/artwork/G8Lead
Images courtesy of Midjourney’s users
COLOR
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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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About green screens
Read more: About green screenshackaday.com/2015/02/07/how-green-screen-worked-before-computers/
www.newtek.com/blog/tips/best-green-screen-materials/
www.chromawall.com/blog//chroma-key-green
Chroma Key Green, the color of green screens is also known as Chroma Green and is valued at approximately 354C in the Pantone color matching system (PMS).
Chroma Green can be broken down in many different ways. Here is green screen green as other values useful for both physical and digital production:
Green Screen as RGB Color Value: 0, 177, 64
Green Screen as CMYK Color Value: 81, 0, 92, 0
Green Screen as Hex Color Value: #00b140
Green Screen as Websafe Color Value: #009933Chroma Key Green is reasonably close to an 18% gray reflectance.
Illuminate your green screen with an uniform source with less than 2/3 EV variation.
The level of brightness at any given f-stop should be equivalent to a 90% white card under the same lighting. -
3D Lighting Tutorial by Amaan Kram
Read more: 3D Lighting Tutorial by Amaan Kramhttp://www.amaanakram.com/lightingT/part1.htm
The goals of lighting in 3D computer graphics are more or less the same as those of real world lighting.
Lighting serves a basic function of bringing out, or pushing back the shapes of objects visible from the camera’s view.
It gives a two-dimensional image on the monitor an illusion of the third dimension-depth.But it does not just stop there. It gives an image its personality, its character. A scene lit in different ways can give a feeling of happiness, of sorrow, of fear etc., and it can do so in dramatic or subtle ways. Along with personality and character, lighting fills a scene with emotion that is directly transmitted to the viewer.
Trying to simulate a real environment in an artificial one can be a daunting task. But even if you make your 3D rendering look absolutely photo-realistic, it doesn’t guarantee that the image carries enough emotion to elicit a “wow” from the people viewing it.
Making 3D renderings photo-realistic can be hard. Putting deep emotions in them can be even harder. However, if you plan out your lighting strategy for the mood and emotion that you want your rendering to express, you make the process easier for yourself.
Each light source can be broken down in to 4 distinct components and analyzed accordingly.
· Intensity
· Direction
· Color
· SizeThe overall thrust of this writing is to produce photo-realistic images by applying good lighting techniques.
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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’.
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THOMAS MANSENCAL – The Apparent Simplicity of RGB Rendering
https://thomasmansencal.substack.com/p/the-apparent-simplicity-of-rgb-rendering
The primary goal of physically-based rendering (PBR) is to create a simulation that accurately reproduces the imaging process of electro-magnetic spectrum radiation incident to an observer. This simulation should be indistinguishable from reality for a similar observer.
Because a camera is not sensitive to incident light the same way than a human observer, the images it captures are transformed to be colorimetric. A project might require infrared imaging simulation, a portion of the electro-magnetic spectrum that is invisible to us. Radically different observers might image the same scene but the act of observing does not change the intrinsic properties of the objects being imaged. Consequently, the physical modelling of the virtual scene should be independent of the observer.
LIGHTING
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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. -
How are Energy and Matter the Same?
Read more: How are Energy and Matter the Same?www.turnerpublishing.com/blog/detail/everything-is-energy-everything-is-one-everything-is-possible/
www.universetoday.com/116615/how-are-energy-and-matter-the-same/
As Einstein showed us, light and matter and just aspects of the same thing. Matter is just frozen light. And light is matter on the move. Albert Einstein’s most famous equation says that energy and matter are two sides of the same coin. How does one become the other?
Relativity requires that the faster an object moves, the more mass it appears to have. This means that somehow part of the energy of the car’s motion appears to transform into mass. Hence the origin of Einstein’s equation. How does that happen? We don’t really know. We only know that it does.
Matter is 99.999999999999 percent empty space. Not only do the atom and solid matter consist mainly of empty space, it is the same in outer space
The quantum theory researchers discovered the answer: Not only do particles consist of energy, but so does the space between. This is the so-called zero-point energy. Therefore it is true: Everything consists of energy.
Energy is the basis of material reality. Every type of particle is conceived of as a quantum vibration in a field: Electrons are vibrations in electron fields, protons vibrate in a proton field, and so on. Everything is energy, and everything is connected to everything else through fields.
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7 Easy Portrait Lighting Setups
Read more: 7 Easy Portrait Lighting SetupsButterfly
Loop
Rembrandt
Split
Rim
Broad
Short
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Debayer – A free command line tool to convert camera raw images into scene-linear exr
https://github.com/jedypod/debayer
The only required dependency is oiiotool. However other “debayer engines” are also supported.
- OpenImageIO – oiiotool is used for converting debayered tif images to exr.
- Debayer Engines
- RawTherapee – Powerful raw development software used to decode raw images. High quality, good selection of debayer algorithms, and more advanced raw processing like chromatic aberration removal.
- LibRaw – dcraw_emu commandline utility included with LibRaw. Optional alternative for debayer. Simple, fast and effective.
- Darktable – Uses darktable-cli plus an xmp config to process.
- vkdt – uses vkdt-cli to debayer. Pretty experimental still. Uses Vulkan for image processing. Stupidly fast. Pretty limited.
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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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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
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