COMPOSITION
DESIGN
- 
Principles of Interior Design – BalanceRead more: Principles of Interior Design – Balancehttps://www.yankodesign.com/2024/09/18/principles-of-interior-design-balance The three types of balance include: - Symmetrical Balance
- Asymmetrical Balance
- Radial Balance
 
- 
AI MidJourney – creating images with AIRead more: AI MidJourney – creating images with AIhttps://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
- 
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. 
- 
Paul Debevec, Chloe LeGendre, Lukas Lepicovsky – Jointly Optimizing Color Rendition and In-Camera Backgrounds in an RGB Virtual Production StageRead more: Paul Debevec, Chloe LeGendre, Lukas Lepicovsky – Jointly Optimizing Color Rendition and In-Camera Backgrounds in an RGB Virtual Production Stagehttps://arxiv.org/pdf/2205.12403.pdf RGB LEDs vs RGBWP (RGB + lime + phospor converted amber) LEDs Local copy: 
 
- 
THOMAS MANSENCAL – The Apparent Simplicity of RGB RenderingRead more: THOMAS MANSENCAL – The Apparent Simplicity of RGB Renderinghttps://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
- 
Custom bokeh in a raytraced DOF renderRead more: Custom bokeh in a raytraced DOF renderTo achieve a custom pinhole camera effect with a custom bokeh in Arnold Raytracer, you can follow these steps: - Set the render camera with a focal length around 50 (or as needed)
- Set the F-Stop to a high value (e.g., 22).
- Set the focus distance as you require
- Turn on DOF
- Place a plane a few cm in front of the camera.
- Texture the plane with a transparent shape at the center of it. (Transmission with no specular roughness)
 
- 
Unity 3D resourcesRead more: Unity 3D resources http://answers.unity3d.com/questions/12321/how-can-i-start-learning-unity-fast-list-of-tutori.html If you have no previous experience with Unity, start with these six video tutorials which give a quick overview of the Unity interface and some important features http://unity3d.com/support/documentation/video/ 
- 
What is the Light Field?Read more: What is the Light Field?http://lightfield-forum.com/what-is-the-lightfield/ The light field consists of the total of all light rays in 3D space, flowing through every point and in every direction. How to Record a Light Field- a single, robotically controlled camera
- a rotating arc of cameras
- an array of cameras or camera modules
- a single camera or camera lens fitted with a microlens array
 
- 
Composition – These are the basic lighting techniques you need to know for photography and filmRead more: Composition – These are the basic lighting techniques you need to know for photography and filmhttp://www.diyphotography.net/basic-lighting-techniques-need-know-photography-film/ Amongst the basic techniques, there’s… 1- Side lighting – Literally how it sounds, lighting a subject from the side when they’re faced toward you 2- Rembrandt lighting – Here the light is at around 45 degrees over from the front of the subject, raised and pointing down at 45 degrees 3- Back lighting – Again, how it sounds, lighting a subject from behind. This can help to add drama with silouettes 4- Rim lighting – This produces a light glowing outline around your subject 5- Key light – The main light source, and it’s not necessarily always the brightest light source 6- Fill light – This is used to fill in the shadows and provide detail that would otherwise be blackness 7- Cross lighting – Using two lights placed opposite from each other to light two subjects 
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
- 
Methods for creating motion blur in Stop motion
- 
Top 3D Printing Website Resources
- 
HDRI Median Cut plugin
- 
The Public Domain Is Working Again — No Thanks To Disney
- 
Godot Cheat Sheets
- 
Eddie Yoon – There’s a big misconception about AI creative
- 
sRGB vs REC709 – An introduction and FFmpeg implementations
- 
Free fonts
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.






























 
 




