COMPOSITION
- 
Mastering Camera Shots and Angles: A Guide for FilmmakersRead more: Mastering Camera Shots and Angles: A Guide for Filmmakershttps://website.ltx.studio/blog/mastering-camera-shots-and-angles 1. Extreme Wide Shot  2. Wide Shot  3. Medium Shot  4. Close Up  5. Extreme Close Up  
- 
StudioBinder – Roger Deakins on How to Choose a Camera Lens — Cinematography Composition TechniquesRead more: StudioBinder – Roger Deakins on How to Choose a Camera Lens — Cinematography Composition Techniqueshttps://www.studiobinder.com/blog/camera-lens-buying-guide/ https://www.studiobinder.com/blog/e-books/camera-lenses-explained-volume-1-ebook 
- 
HuggingFace ai-comic-factory – a FREE AI Comic Book CreatorRead more: HuggingFace ai-comic-factory – a FREE AI Comic Book Creatorhttps://huggingface.co/spaces/jbilcke-hf/ai-comic-factory this is the epic story of a group of talented digital artists trying to overcame daily technical challenges to achieve incredibly photorealistic projects of monsters and aliens 
DESIGN
- 
Arminas Valunas – “Coca-Cola: Wherever you are.”Read more: Arminas Valunas – “Coca-Cola: Wherever you are.”Arminas created this using Juggernaut Xl model and QR Code Monster SDXL ControlNet. 
 His pipeline:
 Static Images – Forge UI.
 Upscaled with Leonardo AI universal upscaler.
 Animated with Runway ML and Minimax.
 Video upscale – Topaz Video AI.
 Composited in Adobe Premiere.
 Juggernaut Xl download here:
 https://civitai.com/models/133005/juggernaut-xl
 QR Code Monster SDXL:
 https://civitai.com/models/197247?modelVersionId=221829
COLOR
- 
Weta Digital – Manuka Raytracer and Gazebo GPU renderers – pipelineRead 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.  
- 
Colour – MacBeth Chart Checker DetectionRead more: Colour – MacBeth Chart Checker Detectiongithub.com/colour-science/colour-checker-detection A Python package implementing various colour checker detection algorithms and related utilities.  
- 
Practical Aspects of Spectral Data and LEDs in Digital Content Production and Virtual Production – SIGGRAPH 2022Read more: Practical Aspects of Spectral Data and LEDs in Digital Content Production and Virtual Production – SIGGRAPH 2022Comparison to the commercial side  https://www.ecolorled.com/blog/detail/what-is-rgb-rgbw-rgbic-strip-lights RGBW (RGB + White) LED strip uses a 4-in-1 LED chip made up of red, green, blue, and white. RGBWW (RGB + White + Warm White) LED strip uses either a 5-in-1 LED chip with red, green, blue, white, and warm white for color mixing. The only difference between RGBW and RGBWW is the intensity of the white color. The term RGBCCT consists of RGB and CCT. CCT (Correlated Color Temperature) means that the color temperature of the led strip light can be adjusted to change between warm white and white. Thus, RGBWW strip light is another name of RGBCCT strip. RGBCW is the acronym for Red, Green, Blue, Cold, and Warm. These 5-in-1 chips are used in supper bright smart LED lighting products 
- 
Is a MacBeth Colour Rendition Chart the Safest Way to Calibrate a Camera?Read more: Is a MacBeth Colour Rendition Chart the Safest Way to Calibrate a Camera?www.colour-science.org/posts/the-colorchecker-considered-mostly-harmless/ “Unless you have all the relevant spectral measurements, a colour rendition chart should not be used to perform colour-correction of camera imagery but only for white balancing and relative exposure adjustments.” “Using a colour rendition chart for colour-correction might dramatically increase error if the scene light source spectrum is different from the illuminant used to compute the colour rendition chart’s reference values.” “other factors make using a colour rendition chart unsuitable for camera calibration: – Uncontrolled geometry of the colour rendition chart with the incident illumination and the camera. 
 – Unknown sample reflectances and ageing as the colour of the samples vary with time.
 – Low samples count.
 – Camera noise and flare.
 – Etc…“Those issues are well understood in the VFX industry, and when receiving plates, we almost exclusively use colour rendition charts to white balance and perform relative exposure adjustments, i.e. plate neutralisation.” 
- 
Thomas Mansencal – Colour Science for PythonRead more: Thomas Mansencal – Colour Science for Pythonhttps://thomasmansencal.substack.com/p/colour-science-for-python https://www.colour-science.org/ Colour is an open-source Python package providing a comprehensive number of algorithms and datasets for colour science. It is freely available under the BSD-3-Clause terms. 
LIGHTING
- 
Capturing the world in HDR for real time projects – Call of Duty: Advanced WarfareRead more: Capturing the world in HDR for real time projects – Call of Duty: Advanced WarfareReal-World Measurements for Call of Duty: Advanced Warfare www.activision.com/cdn/research/Real_World_Measurements_for_Call_of_Duty_Advanced_Warfare.pdf Local version Real_World_Measurements_for_Call_of_Duty_Advanced_Warfare.pdf 
- 
Gamma correctionRead more: Gamma correction http://www.normankoren.com/makingfineprints1A.html#Gammabox https://en.wikipedia.org/wiki/Gamma_correction http://www.photoscientia.co.uk/Gamma.htm https://www.w3.org/Graphics/Color/sRGB.html http://www.eizoglobal.com/library/basics/lcd_display_gamma/index.html https://forum.reallusion.com/PrintTopic308094.aspx Basically, gamma is the relationship between the brightness of a pixel as it appears on the screen, and the numerical value of that pixel. Generally Gamma is just about defining relationships. Three main types: 
 – Image Gamma encoded in images
 – Display Gammas encoded in hardware and/or viewing time
 – System or Viewing Gamma which is the net effect of all gammas when you look back at a final image. In theory this should flatten back to 1.0 gamma.
 (more…)
- 
HDRI ResourcesRead more: HDRI ResourcesText2Light - https://www.cgtrader.com/free-3d-models/exterior/other/10-free-hdr-panoramas-created-with-text2light-zero-shot
- https://frozenburning.github.io/projects/text2light/
- https://github.com/FrozenBurning/Text2Light
 Royalty free links - https://locationtextures.com/panoramas/
- http://www.noahwitchell.com/freebies
- https://polyhaven.com/hdris
- https://hdrmaps.com/
- https://www.ihdri.com/
- https://hdrihaven.com/
- https://www.domeble.com/
- http://www.hdrlabs.com/sibl/archive.html
- https://www.hdri-hub.com/hdrishop/hdri
- http://noemotionhdrs.net/hdrevening.html
- https://www.openfootage.net/hdri-panorama/
- https://www.zwischendrin.com/en/browse/hdri
 Nvidia GauGAN360 
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
- 
Daniele Tosti Interview for the magazine InCG, Taiwan, Issue 28, 201609
- 
Types of AI Explained in a few Minutes – AI Glossary
- 
PixelSham – Introduction to Python 2022
- 
How do LLMs like ChatGPT (Generative Pre-Trained Transformer) work? Explained by Deep-Fake Ryan Gosling
- 
sRGB vs REC709 – An introduction and FFmpeg implementations
- 
Photography basics: Shutter angle and shutter speed and motion blur
- 
Rec-2020 – TVs new color gamut standard used by Dolby Vision?
- 
What’s the Difference Between Ray Casting, Ray Tracing, Path Tracing and Rasterization? Physical light tracing…
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.













































