COMPOSITION
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Composition – 5 tips for creating perfect cinematic lighting and making your work look stunningRead more: Composition – 5 tips for creating perfect cinematic lighting and making your work look stunninghttp://www.diyphotography.net/5-tips-creating-perfect-cinematic-lighting-making-work-look-stunning/ 1. Learn the rules of lighting 2. Learn when to break the rules 3. Make your key light larger 4. Reverse keying 5. Always be backlighting 
DESIGN
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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
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No one could see the colour blue until modern timesRead more: No one could see the colour blue until modern timeshttps://www.businessinsider.com/what-is-blue-and-how-do-we-see-color-2015-2  The way humans see the world… until we have a way to describe something, even something so fundamental as a colour, we may not even notice that something it’s there. Ancient languages didn’t have a word for blue — not Greek, not Chinese, not Japanese, not Hebrew, not Icelandic cultures. And without a word for the colour, there’s evidence that they may not have seen it at all. 
 https://www.wnycstudios.org/story/211119-colorsEvery language first had a word for black and for white, or dark and light. The next word for a colour to come into existence — in every language studied around the world — was red, the colour of blood and wine. 
 After red, historically, yellow appears, and later, green (though in a couple of languages, yellow and green switch places). The last of these colours to appear in every language is blue.The only ancient culture to develop a word for blue was the Egyptians — and as it happens, they were also the only culture that had a way to produce a blue dye. 
 https://mymodernmet.com/shades-of-blue-color-history/True blue hues are rare in the natural world because synthesizing pigments that absorb longer-wavelength light (reds and yellows) while reflecting shorter-wavelength blue light requires exceptionally elaborate molecular structures—biochemical feats that most plants and animals simply don’t undertake. When you gaze at a blueberry’s deep blue surface, you’re actually seeing structural coloration rather than a true blue pigment. A fine, waxy bloom on the berry’s skin contains nanostructures that preferentially scatter blue and violet light, giving the fruit its signature blue sheen even though its inherent pigment is reddish. Similarly, many of nature’s most striking blues—like those of blue jays and morpho butterflies—arise not from blue pigments but from microscopic architectures in feathers or wing scales. These tiny ridges and air pockets manipulate incoming light so that blue wavelengths emerge most prominently, creating vivid, angle-dependent colors through scattering rather than pigment alone. (more…)
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Scene Referred vs Display Referred color workflowsRead more: Scene Referred vs Display Referred color workflowsDisplay Referred it is tied to the target hardware, as such it bakes color requirements into every type of media output request. Scene Referred uses a common unified wide gamut and targeting audience through CDL and DI libraries instead. 
 So that color information stays untouched and only “transformed” as/when needed.Sources: 
 – Victor Perez – Color Management Fundamentals & ACES Workflows in Nuke
 – https://z-fx.nl/ColorspACES.pdf
 – Wicus
 
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Light and Matter : The 2018 theory of Physically-Based Rendering and Shading by AllegorithmicRead more: Light and Matter : The 2018 theory of Physically-Based Rendering and Shading by Allegorithmicacademy.substance3d.com/courses/the-pbr-guide-part-1 academy.substance3d.com/courses/the-pbr-guide-part-2 Local copy:
 
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OpenColorIO standardRead more: OpenColorIO standardhttps://www.provideocoalition.com/color-management-part-11-introducing-opencolorio/ OpenColorIO (OCIO) is a new open source project from Sony Imageworks. Based on development started in 2003, OCIO enables color transforms and image display to be handled in a consistent manner across multiple graphics applications. Unlike other color management solutions, OCIO is geared towards motion-picture post production, with an emphasis on visual effects and animation color pipelines. 
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Composition – cinematography Cheat SheetRead more: Composition – cinematography Cheat Sheet Where is our eye attracted first? Why? Size. Focus. Lighting. Color. Size. Mr. White (Harvey Keitel) on the right. 
 Focus. He’s one of the two objects in focus.
 Lighting. Mr. White is large and in focus and Mr. Pink (Steve Buscemi) is highlighted by
 a shaft of light.
 Color. Both are black and white but the read on Mr. White’s shirt now really stands out.
 (more…)
 What type of lighting?
LIGHTING
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Beeble Switchlight’s Plugin for Foundry NukeRead more: Beeble Switchlight’s Plugin for Foundry Nukehttps://www.cutout.pro/learn/beeble-switchlight/ https://www.switchlight-api.beeble.ai/pricing https://www.switchlight-api.beeble.ai https://github.com/beeble-ai/SwitchLight-Studio https://beeble.ai/terms-of-use https://www.switchlight-api.beeble.ai/docs 
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Terminators and Iron Men: HDRI, Image-based lighting and physical shading at ILM – Siggraph 2010Read more: Terminators and Iron Men: HDRI, Image-based lighting and physical shading at ILM – Siggraph 2010
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studiobinder.com – What is Tenebrism and Hard Lighting — The Art of Light and Shadow and chiaroscuro ExplainedRead more: studiobinder.com – What is Tenebrism and Hard Lighting — The Art of Light and Shadow and chiaroscuro Explainedhttps://www.studiobinder.com/blog/what-is-tenebrism-art-definition/ https://www.studiobinder.com/blog/what-is-hard-light-photography/ 
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Light propertiesRead more: Light propertiesHow It Works – Issue 114 
 https://www.howitworksdaily.com/
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Open Source Nvidia OmniverseRead more: Open Source Nvidia Omniverseblogs.nvidia.com/blog/2019/03/18/omniverse-collaboration-platform/ developer.nvidia.com/nvidia-omniverse An open, Interactive 3D Design Collaboration Platform for Multi-Tool Workflows to simplify studio workflows for real-time graphics. It supports Pixar’s Universal Scene Description technology for exchanging information about modeling, shading, animation, lighting, visual effects and rendering across multiple applications. It also supports NVIDIA’s Material Definition Language, which allows artists to exchange information about surface materials across multiple tools. With Omniverse, artists can see live updates made by other artists working in different applications. They can also see changes reflected in multiple tools at the same time. For example an artist using Maya with a portal to Omniverse can collaborate with another artist using UE4 and both will see live updates of each others’ changes in their application. 
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Aputure AL-F7 – dimmable Led Video Light, CRI95+, 3200-9500KRead more: Aputure AL-F7 – dimmable Led Video Light, CRI95+, 3200-9500KHigh CRI of ≥95 256 LEDs with 45° beam angle 3200 to 9500K variable color temperature 1 to 100% Stepless Dimming, 1500 Lux Brightness at 3.3′ LCD Info Screen. Powered by an L-series battery, D-Tap, or USB-C Because the light has a variable color range of 3200 to 9500K, when the light is set to 5500K (daylight balanced) both sets of LEDs are on at full, providing the maximum brightness from this fixture when compared to using the light at 3200 or 9500K. The LCD screen provides information on the fixture’s output as well as the charge state of the battery. The screen also indicates whether the adjustment knob is controlling brightness or color temperature. To switch from brightness to CCT or CCT to brightness, just apply a short press to the adjustment knob. The included cold shoe ball joint adapter enables mounting the light to your camera’s accessory shoe via the 1/4″-20 threaded hole on the fixture. In addition, the bottom of the cold shoe foot features a 3/8″-16 threaded hole, and includes a 3/8″-16 to 1/4″-20 reducing bushing.  
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Sun cone angle (angular diameter) as perceived by earth viewersRead more: Sun cone angle (angular diameter) as perceived by earth viewersAlso see: https://www.pixelsham.com/2020/08/01/solid-angle-measures/ The cone angle of the sun refers to the angular diameter of the sun as observed from Earth, which is related to the apparent size of the sun in the sky. The angular diameter of the sun, or the cone angle of the sunlight as perceived from Earth, is approximately 0.53 degrees on average. This value can vary slightly due to the elliptical nature of Earth’s orbit around the sun, but it generally stays within a narrow range. Here’s a more precise breakdown: - 
- Average Angular Diameter: About 0.53 degrees (31 arcminutes)
- Minimum Angular Diameter: Approximately 0.52 degrees (when Earth is at aphelion, the farthest point from the sun)
- Maximum Angular Diameter: Approximately 0.54 degrees (when Earth is at perihelion, the closest point to the sun)
 
 This angular diameter remains relatively constant throughout the day because the sun’s distance from Earth does not change significantly over a single day. To summarize, the cone angle of the sun’s light, or its angular diameter, is typically around 0.53 degrees, regardless of the time of day. https://en.wikipedia.org/wiki/Angular_diameter 
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