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.
“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. ”
Color Temperature of a light source describes the spectrum of light which is radiated from a theoretical “blackbody” (an ideal physical body that absorbs all radiation and incident light – neither reflecting it nor allowing it to pass through) with a given surface temperature.
Or. Most simply it is a method of describing the color characteristics of light through a numerical value that corresponds to the color emitted by a light source, measured in degrees of Kelvin (K) on a scale from 1,000 to 10,000.
More accurately. The color temperature of a light source is the temperature of an ideal backbody that radiates light of comparable hue to that of the light source.
This 2025 I decided to start learning how to code, so I installed Visual Studio and I started looking into C++. After days of watching tutorials and guides about the basics of C++ and programming, I decided to make something physics-related. I started with a dot that fell to the ground and then I wanted to simulate gravitational attraction, so I made 2 circles attracting each other. I thought it was really cool to see something I made with code actually work, so I kept building on top of that small, basic program. And here we are after roughly 8 months of learning programming. This is Galaxy Engine, and it is a simulation software I have been making ever since I started my learning journey. It currently can simulate gravity, dark matter, galaxies, the Big Bang, temperature, fluid dynamics, breakable solids, planetary interactions, etc. The program can run many tens of thousands of particles in real time on the CPU thanks to the Barnes-Hut algorithm, mixed with Morton curves. It also includes its own PBR 2D path tracer with BVH optimizations. The path tracer can simulate a bunch of stuff like diffuse lighting, specular reflections, refraction, internal reflection, fresnel, emission, dispersion, roughness, IOR, nested IOR and more! I tried to make the path tracer closer to traditional 3D render engines like V-Ray. I honestly never imagined I would go this far with programming, and it has been an amazing learning experience so far. I think that mixing this knowledge with my 3D knowledge can unlock countless new possibilities. In case you are curious about Galaxy Engine, I made it completely free and Open-Source so that anyone can build and compile it locally! You can find the source code inGitHub
An exposure stop is a unit measurement of Exposure as such it provides a universal linear scale to measure the increase and decrease in light, exposed to the image sensor, due to changes in shutter speed, iso and f-stop.
+-1 stop is a doubling or halving of the amount of light let in when taking a photo
1 EV (exposure value) is just another way to say one stop of exposure change.
Same applies to shutter speed, iso and aperture.
Doubling or halving your shutter speed produces an increase or decrease of 1 stop of exposure.
Doubling or halving your iso speed produces an increase or decrease of 1 stop of exposure.
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.
DiT360 is a framework for high-quality panoramic image generation, leveraging both perspective and panoramic data in a hybrid training scheme. It adopts a two-level strategy—image-level cross-domain guidance and token-level hybrid supervision—to enhance perceptual realism and geometric fidelity.
Physically-based shading means leaving behind phenomenological models, like the Phong shading model, which are simply built to “look good” subjectively without being based on physics in any real way, and moving to lighting and shading models that are derived from the laws of physics and/or from actual measurements of the real world, and rigorously obey physical constraints such as energy conservation.
For example, in many older rendering systems, shading models included separate controls for specular highlights from point lights and reflection of the environment via a cubemap. You could create a shader with the specular and the reflection set to wildly different values, even though those are both instances of the same physical process. In addition, you could set the specular to any arbitrary brightness, even if it would cause the surface to reflect more energy than it actually received.
In a physically-based system, both the point light specular and the environment reflection would be controlled by the same parameter, and the system would be set up to automatically adjust the brightness of both the specular and diffuse components to maintain overall energy conservation. Moreover you would want to set the specular brightness to a realistic value for the material you’re trying to simulate, based on measurements.
Physically-based lighting or shading includes physically-based BRDFs, which are usually based on microfacet theory, and physically correct light transport, which is based on the rendering equation (although heavily approximated in the case of real-time games).
It also includes the necessary changes in the art process to make use of these features. Switching to a physically-based system can cause some upsets for artists. First of all it requires full HDR lighting with a realistic level of brightness for light sources, the sky, etc. and this can take some getting used to for the lighting artists. It also requires texture/material artists to do some things differently (particularly for specular), and they can be frustrated by the apparent loss of control (e.g. locking together the specular highlight and environment reflection as mentioned above; artists will complain about this). They will need some time and guidance to adapt to the physically-based system.
On the plus side, once artists have adapted and gained trust in the physically-based system, they usually end up liking it better, because there are fewer parameters overall (less work for them to tweak). Also, materials created in one lighting environment generally look fine in other lighting environments too. This is unlike more ad-hoc models, where a set of material parameters might look good during daytime, but it comes out ridiculously glowy at night, or something like that.
Here are some resources to look at for physically-based lighting in games:
SIGGRAPH 2013 Physically Based Shading Course, particularly the background talk by Naty Hoffman at the beginning. You can also check out the previous incarnations of this course for more resources.
And of course, I would be remiss if I didn’t mention Physically-Based Rendering by Pharr and Humphreys, an amazing reference on this whole subject and well worth your time, although it focuses on offline rather than real-time rendering.
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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