COMPOSITION
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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/
https://en.wikipedia.org/wiki/Color_rendering_index
Light source CCT (K) CRI Low-pressure sodium (LPS/SOX) 1800 −44 Clear mercury-vapor 6410 17 High-pressure sodium (HPS/SON) 2100 24 Coated mercury-vapor 3600 49 Halophosphate warm-white fluorescent 2940 51 Halophosphate cool-white fluorescent 4230 64 Tri-phosphor warm-white fluorescent 2940 73 Halophosphate cool-daylight fluorescent 6430 76 “White” SON 2700 82 Standard LED Lamp 2700–5000 83 Quartz metal halide 4200 85 Tri-phosphor cool-white fluorescent 4080 89 High-CRI LED lamp (blue LED) 2700–5000 95 Ceramic discharge metal-halide lamp 5400 96 Ultra-high-CRI LED lamp (violet LED) 2700–5000 99 Incandescent/halogen bulb 3200 100 Luminous Efficacy
Luminous efficacy is a measure of how well a light source produces visible light, watts out versus watts in, measured in lumens per watt. In other words it is a measurement that indicates the ability of a light source to emit visible light using a given amount of power. It is a ratio of the visible energy to the power that goes into the bulb.FILM LIGHT TYPES
Consumer light types
Tungsten Lights
Light interiors and match domestic places or office locations. Daylight.Advantages of Tungsten Lights
Almost perfect color rendition
Low cost
Does not use mercury like CFLs (fluorescent) or mercury vapor lights
Better color temperature than standard tungsten
Longer life than a conventional incandescent
Instant on to full brightness, no warm-up time, and it is dimmableDisadvantages of Tungsten Lights
Extremely hot
High power requirement
The lamp is sensitive to oils and cannot be touched
The bulb is capable of blowing and sending hot glass shards outward. A screen or layer of glass on the outside of the lamp can protect users.Hydrargyrum medium-arc iodide lights
HMI’s are used when high output is required. They are also used to recreate sun shining through windows or to fake additional sun while shooting exteriors. HMIs can light huge areas at once.Advantages of HMI lights
High light output
Higher efficiency
High color temperatureDisadvantages of HMI lights:
High cost
High power requirement
Dims only to about 50%
the color temperature increases with dimming
HMI bulbs will explode is dropped and release toxic chemicalsFluorescent
Fluorescent film lighting is achieved by laying multiple tubes next to each other, combining as many as you want for the desired brightness. The good news is you can choose your bulbs to either be warm or cool depending on the scenario you’re shooting. You want to get these bulbs close to the subject because they’re not great at opening up spaces. Fluorescent lighting is used to light interiors and is more compact and cooler than tungsten or HMI lighting.Advantages of Fluorescent lights
High efficiency
Low power requirement
Low cost
Long lamp life
Cool
Capable of soft even lighting over a large area
LightweightDisadvantages of Fluorescent lights
Flicker
High CRI
Domestic tubes have low CRI & poor color rendition.LED
LED’s are more and more common on film sets. You can use batteries to power them. That makes them portable and sleek – no messy cabled needed. You can rig your own panels of LED lights to fit any space necessary as well. LED’s can also power Fresnel style lamp heads such as the Arri L-series.Advantages of LED light
Soft, even lighting
Pure light without UV-artifacts
High efficiency
Low power consumption, can be battery powered
Excellent dimming by means of pulse width modulation control
Long lifespan
Environmentally friendly
Insensitive to shock
No risk of explosionDisadvantages of LED light
High cost.
LED’s are currently still expensive for their total light output -
Photography basics: Depth of Field and composition
Read more: Photography basics: Depth of Field and compositionDepth of field is the range within which focusing is resolved in a photo.
Aperture has a huge affect on to the depth of field.Changing the f-stops (f/#) of a lens will change aperture and as such the DOF.
f-stops are a just certain number which is telling you the size of the aperture. That’s how f-stop is related to aperture (and DOF).
If you increase f-stops, it will increase DOF, the area in focus (and decrease the aperture). On the other hand, decreasing the f-stop it will decrease DOF (and increase the aperture).
The red cone in the figure is an angular representation of the resolution of the system. Versus the dotted lines, which indicate the aperture coverage. Where the lines of the two cones intersect defines the total range of the depth of field.
This image explains why the longer the depth of field, the greater the range of clarity.
DESIGN
COLOR
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Photography Basics : Spectral Sensitivity Estimation Without a Camera
Read more: Photography Basics : Spectral Sensitivity Estimation Without a Camerahttps://color-lab-eilat.github.io/Spectral-sensitivity-estimation-web/
A number of problems in computer vision and related fields would be mitigated if camera spectral sensitivities were known. As consumer cameras are not designed for high-precision visual tasks, manufacturers do not disclose spectral sensitivities. Their estimation requires a costly optical setup, which triggered researchers to come up with numerous indirect methods that aim to lower cost and complexity by using color targets. However, the use of color targets gives rise to new complications that make the estimation more difficult, and consequently, there currently exists no simple, low-cost, robust go-to method for spectral sensitivity estimation that non-specialized research labs can adopt. Furthermore, even if not limited by hardware or cost, researchers frequently work with imagery from multiple cameras that they do not have in their possession.
To provide a practical solution to this problem, we propose a framework for spectral sensitivity estimation that not only does not require any hardware (including a color target), but also does not require physical access to the camera itself. Similar to other work, we formulate an optimization problem that minimizes a two-term objective function: a camera-specific term from a system of equations, and a universal term that bounds the solution space.
Different than other work, we utilize publicly available high-quality calibration data to construct both terms. We use the colorimetric mapping matrices provided by the Adobe DNG Converter to formulate the camera-specific system of equations, and constrain the solutions using an autoencoder trained on a database of ground-truth curves. On average, we achieve reconstruction errors as low as those that can arise due to manufacturing imperfections between two copies of the same camera. We provide predicted sensitivities for more than 1,000 cameras that the Adobe DNG Converter currently supports, and discuss which tasks can become trivial when camera responses are available.
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VES Cinematic Color – Motion-Picture Color Management
This paper presents an introduction to the color pipelines behind modern feature-film visual-effects and animation.
Authored by Jeremy Selan, and reviewed by the members of the VES Technology Committee including Rob Bredow, Dan Candela, Nick Cannon, Paul Debevec, Ray Feeney, Andy Hendrickson, Gautham Krishnamurti, Sam Richards, Jordan Soles, and Sebastian Sylwan.
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Black Body color aka the Planckian Locus curve for white point eye perception
Read more: Black Body color aka the Planckian Locus curve for white point eye perceptionhttp://en.wikipedia.org/wiki/Black-body_radiation
Black-body radiation is the type of electromagnetic radiation within or surrounding a body in thermodynamic equilibrium with its environment, or emitted by a black body (an opaque and non-reflective body) held at constant, uniform temperature. The radiation has a specific spectrum and intensity that depends only on the temperature of the body.
A black-body at room temperature appears black, as most of the energy it radiates is infra-red and cannot be perceived by the human eye. At higher temperatures, black bodies glow with increasing intensity and colors that range from dull red to blindingly brilliant blue-white as the temperature increases.
The Black Body Ultraviolet Catastrophe Experiment
In photography, color temperature describes the spectrum of light which is radiated from a “blackbody” with that surface temperature. A blackbody is an object which absorbs all incident light — neither reflecting it nor allowing it to pass through.
The Sun closely approximates a black-body radiator. Another rough analogue of blackbody radiation in our day to day experience might be in heating a metal or stone: these are said to become “red hot” when they attain one temperature, and then “white hot” for even higher temperatures. Similarly, black bodies at different temperatures also have varying color temperatures of “white light.”
Despite its name, light which may appear white does not necessarily contain an even distribution of colors across the visible spectrum.
Although planets and stars are neither in thermal equilibrium with their surroundings nor perfect black bodies, black-body radiation is used as a first approximation for the energy they emit. Black holes are near-perfect black bodies, and it is believed that they emit black-body radiation (called Hawking radiation), with a temperature that depends on the mass of the hole.
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Weta Digital – Manuka Raytracer and Gazebo GPU renderers – pipeline
Read more: Weta Digital – Manuka Raytracer and Gazebo GPU renderers – pipelinehttps://jo.dreggn.org/home/2018_manuka.pdf
http://www.fxguide.com/featured/manuka-weta-digitals-new-renderer/
The Manuka rendering architecture has been designed in the spirit of the classic reyes rendering architecture. In its core, reyes is based on stochastic rasterisation of micropolygons, facilitating depth of field, motion blur, high geometric complexity,and programmable shading.
This is commonly achieved with Monte Carlo path tracing, using a paradigm often called shade-on-hit, in which the renderer alternates tracing rays with running shaders on the various ray hits. The shaders take the role of generating the inputs of the local material structure which is then used bypath sampling logic to evaluate contributions and to inform what further rays to cast through the scene.
Over the years, however, the expectations have risen substantially when it comes to image quality. Computing pictures which are indistinguishable from real footage requires accurate simulation of light transport, which is most often performed using some variant of Monte Carlo path tracing. Unfortunately this paradigm requires random memory accesses to the whole scene and does not lend itself well to a rasterisation approach at all.
Manuka is both a uni-directional and bidirectional path tracer and encompasses multiple importance sampling (MIS). Interestingly, and importantly for production character skin work, it is the first major production renderer to incorporate spectral MIS in the form of a new ‘Hero Spectral Sampling’ technique, which was recently published at Eurographics Symposium on Rendering 2014.
Manuka propose a shade-before-hit paradigm in-stead and minimise I/O strain (and some memory costs) on the system, leveraging locality of reference by running pattern generation shaders before we execute light transport simulation by path sampling, “compressing” any bvh structure as needed, and as such also limiting duplication of source data.
The difference with reyes is that instead of baking colors into the geometry like in Reyes, manuka bakes surface closures. This means that light transport is still calculated with path tracing, but all texture lookups etc. are done up-front and baked into the geometry.The main drawback with this method is that geometry has to be tessellated to its highest, stable topology before shading can be evaluated properly. As such, the high cost to first pixel. Even a basic 4 vertices square becomes a much more complex model with this approach.
Manuka use the RenderMan Shading Language (rsl) for programmable shading [Pixar Animation Studios 2015], but we do not invoke rsl shaders when intersecting a ray with a surface (often called shade-on-hit). Instead, we pre-tessellate and pre-shade all the input geometry in the front end of the renderer.
This way, we can efficiently order shading computations to sup-port near-optimal texture locality, vectorisation, and parallelism. This system avoids repeated evaluation of shaders at the same surface point, and presents a minimal amount of memory to be accessed during light transport time. An added benefit is that the acceleration structure for ray tracing (abounding volume hierarchy, bvh) is built once on the final tessellated geometry, which allows us to ray trace more efficiently than multi-level bvhs and avoids costly caching of on-demand tessellated micropolygons and the associated scheduling issues.For the shading reasons above, in terms of AOVs, the studio approach is to succeed at combining complex shading with ray paths in the render rather than pass a multi-pass render to compositing.
For the Spectral Rendering component. The light transport stage is fully spectral, using a continuously sampled wavelength which is traced with each path and used to apply the spectral camera sensitivity of the sensor. This allows for faithfully support any degree of observer metamerism as the camera footage they are intended to match as well as complex materials which require wavelength dependent phenomena such as diffraction, dispersion, interference, iridescence, or chromatic extinction and Rayleigh scattering in participating media.
As opposed to the original reyes paper, we use bilinear interpolation of these bsdf inputs later when evaluating bsdfs per pathv ertex during light transport4. This improves temporal stability of geometry which moves very slowly with respect to the pixel raster
In terms of the pipeline, everything rendered at Weta was already completely interwoven with their deep data pipeline. Manuka very much was written with deep data in mind. Here, Manuka not so much extends the deep capabilities, rather it fully matches the already extremely complex and powerful setup Weta Digital already enjoy with RenderMan. For example, an ape in a scene can be selected, its ID is available and a NUKE artist can then paint in 3D say a hand and part of the way up the neutral posed ape.
We called our system Manuka, as a respectful nod to reyes: we had heard a story froma former ILM employee about how reyes got its name from how fond the early Pixar people were of their lunches at Point Reyes, and decided to name our system after our surrounding natural environment, too. Manuka is a kind of tea tree very common in New Zealand which has very many very small leaves, in analogy to micropolygons ina tree structure for ray tracing. It also happens to be the case that Weta Digital’s main site is on Manuka Street.
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colorhunt.co
Color Hunt is a free and open platform for color inspiration with thousands of trendy hand-picked color palettes.
LIGHTING
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Simulon – a Hollywood production studio app in the hands of an independent creator with access to consumer hardware, LDRi to HDRi through ML
Read more: Simulon – a Hollywood production studio app in the hands of an independent creator with access to consumer hardware, LDRi to HDRi through MLDivesh Naidoo: The video below was made with a live in-camera preview and auto-exposure matching, no camera solve, no HDRI capture and no manual compositing setup. Using the new Simulon phone app.
LDR to HDR through ML
https://simulon.typeform.com/betatest
Process example
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studiobinder.com – What is Tenebrism and Hard Lighting — The Art of Light and Shadow and chiaroscuro Explained
Read 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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GretagMacbeth Color Checker Numeric Values and Middle Gray
Read more: GretagMacbeth Color Checker Numeric Values and Middle GrayThe human eye perceives half scene brightness not as the linear 50% of the present energy (linear nature values) but as 18% of the overall brightness. We are biased to perceive more information in the dark and contrast areas. A Macbeth chart helps with calibrating back into a photographic capture into this “human perspective” of the world.
https://en.wikipedia.org/wiki/Middle_gray
In photography, painting, and other visual arts, middle gray or middle grey is a tone that is perceptually about halfway between black and white on a lightness scale in photography and printing, it is typically defined as 18% reflectance in visible light
Light meters, cameras, and pictures are often calibrated using an 18% gray card[4][5][6] or a color reference card such as a ColorChecker. On the assumption that 18% is similar to the average reflectance of a scene, a grey card can be used to estimate the required exposure of the film.
https://en.wikipedia.org/wiki/ColorChecker
The exposure meter in the camera does not know whether the subject itself is bright or not. It simply measures the amount of light that comes in, and makes a guess based on that. The camera will aim for 18% gray independently, meaning if you take a photo of an entirely white surface, and an entirely black surface you should get two identical images which both are gray (at least in theory). Thus enters the Macbeth chart.
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Note that Chroma Key Green is reasonably close to an 18% gray reflectance.
http://www.rags-int-inc.com/PhotoTechStuff/MacbethTarget/
https://upload.wikimedia.org/wikipedia/commons/b/b4/CIE1931xy_ColorChecker_SMIL.svg
RGB coordinates of the Macbeth ColorChecker
https://pdfs.semanticscholar.org/0e03/251ad1e6d3c3fb9cb0b1f9754351a959e065.pdf
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Photography basics: How Exposure Stops (Aperture, Shutter Speed, and ISO) Affect Your Photos – cheat sheet cards
Also see:
https://www.pixelsham.com/2018/11/22/exposure-value-measurements/
https://www.pixelsham.com/2016/03/03/f-stop-vs-t-stop/
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.
https://www.photographymad.com/pages/view/what-is-a-stop-of-exposure-in-photography
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.Because of the way f-stop numbers are calculated (ratio of focal length/lens diameter, where focal length is the distance between the lens and the sensor), an f-stop doesn’t relate to a doubling or halving of the value, but to the doubling/halving of the area coverage of a lens in relation to its focal length. And as such, to a multiplying or dividing by 1.41 (the square root of 2). For example, going from f/2.8 to f/4 is a decrease of 1 stop because 4 = 2.8 * 1.41. Changing from f/16 to f/11 is an increase of 1 stop because 11 = 16 / 1.41.
A wider aperture means that light proceeding from the foreground, subject, and background is entering at more oblique angles than the light entering less obliquely.
Consider that absolutely everything is bathed in light, therefore light bouncing off of anything is effectively omnidirectional. Your camera happens to be picking up a tiny portion of the light that’s bouncing off into infinity.
Now consider that the wider your iris/aperture, the more of that omnidirectional light you’re picking up:
When you have a very narrow iris you are eliminating a lot of oblique light. Whatever light enters, from whatever distance, enters moderately parallel as a whole. When you have a wide aperture, much more light is entering at a multitude of angles. Your lens can only focus the light from one depth – the foreground/background appear blurred because it cannot be focused on.
https://frankwhitephotography.com/index.php?id=28:what-is-a-stop-in-photography
The great thing about stops is that they give us a way to directly compare shutter speed, aperture diameter, and ISO speed. This means that we can easily swap these three components about while keeping the overall exposure the same.
http://lifehacker.com/how-aperture-shutter-speed-and-iso-affect-pictures-sh-1699204484
https://www.techradar.com/how-to/the-exposure-triangle
https://www.videoschoolonline.com/what-is-an-exposure-stop
Note. All three of these measurements (aperture, shutter, iso) have full stops, half stops and third stops, but if you look at the numbers they aren’t always consistent. For example, a one third stop between ISO100 and ISO 200 would be ISO133, yet most cameras are marked at ISO125.
Third-stops are especially important as they’re the increment that most cameras use for their settings. These are just imaginary divisions in each stop.
From a practical standpoint manufacturers only standardize the full stops, meaning that while they try and stay somewhat consistent there is some rounding up going on between the smaller numbers.Note that ND Filters directly modify the exposure triangle.
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Convert between light exposure and intensity
Read more: Convert between light exposure and intensityimport math,sys def Exposure2Intensity(exposure): exp = float(exposure) result = math.pow(2,exp) print(result) Exposure2Intensity(0) def Intensity2Exposure(intensity): inarg = float(intensity) if inarg == 0: print("Exposure of zero intensity is undefined.") return if inarg < 1e-323: inarg = max(inarg, 1e-323) print("Exposure of negative intensities is undefined. Clamping to a very small value instead (1e-323)") result = math.log(inarg, 2) print(result) Intensity2Exposure(0.1)
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Arto T. – A workflow for creating photorealistic, equirectangular 360° panoramas in ComfyUI using Flux
https://civitai.com/models/735980/flux-equirectangular-360-panorama
https://civitai.com/models/745010?modelVersionId=833115
The trigger phrase is “equirectangular 360 degree panorama”. I would avoid saying “spherical projection” since that tends to result in non-equirectangular spherical images.
Image resolution should always be a 2:1 aspect ratio. 1024 x 512 or 1408 x 704 work quite well and were used in the training data. 2048 x 1024 also works.
I suggest using a weight of 0.5 – 1.5. If you are having issues with the image generating too flat instead of having the necessary spherical distortion, try increasing the weight above 1, though this could negatively impact small details of the image. For Flux guidance, I recommend a value of about 2.5 for realistic scenes.
8-bit output at the moment
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PTGui 13 beta adds control through a Patch Editor
Additions:
- Patch Editor (PTGui Pro)
- DNG output
- Improved RAW / DNG handling
- JPEG 2000 support
- Performance improvements
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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
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Kling 1.6 and competitors – advanced tests and comparisons
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Photography basics: How Exposure Stops (Aperture, Shutter Speed, and ISO) Affect Your Photos – cheat sheet cards
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