COMPOSITION
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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
COLOR
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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 
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About color: What is a LUTRead more: About color: What is a LUThttp://www.lightillusion.com/luts.html https://www.shutterstock.com/blog/how-use-luts-color-grading A LUT (Lookup Table) is essentially the modifier between two images, the original image and the displayed image, based on a mathematical formula. Basically conversion matrices of different complexities. There are different types of LUTS – viewing, transform, calibration, 1D and 3D. 
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What Is The Resolution and view coverage Of The human Eye. And what distance is TV at best?Read more: What Is The Resolution and view coverage Of The human Eye. And what distance is TV at best?https://www.discovery.com/science/mexapixels-in-human-eye About 576 megapixels for the entire field of view. Consider a view in front of you that is 90 degrees by 90 degrees, like looking through an open window at a scene. The number of pixels would be: 
 90 degrees * 60 arc-minutes/degree * 1/0.3 * 90 * 60 * 1/0.3 = 324,000,000 pixels (324 megapixels).At any one moment, you actually do not perceive that many pixels, but your eye moves around the scene to see all the detail you want. But the human eye really sees a larger field of view, close to 180 degrees. Let’s be conservative and use 120 degrees for the field of view. Then we would see: 120 * 120 * 60 * 60 / (0.3 * 0.3) = 576 megapixels. Or. 7 megapixels for the 2 degree focus arc… + 1 megapixel for the rest. https://clarkvision.com/articles/eye-resolution.html Details in the post 
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colorhunt.coRead more: colorhunt.coColor Hunt is a free and open platform for color inspiration with thousands of trendy hand-picked color palettes.  
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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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NVidia DiffusionRenderer – Neural Inverse and Forward Rendering with Video Diffusion Models. How NVIDIA reimagined relightingRead more: NVidia DiffusionRenderer – Neural Inverse and Forward Rendering with Video Diffusion Models. How NVIDIA reimagined relightinghttps://www.fxguide.com/quicktakes/diffusing-reality-how-nvidia-reimagined-relighting/ https://research.nvidia.com/labs/toronto-ai/DiffusionRenderer/ 
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Photography basics: Solid Angle measuresRead more: Photography basics: Solid Angle measureshttp://www.calculator.org/property.aspx?name=solid+angle A measure of how large the object appears to an observer looking from that point. Thus. A measure for objects in the sky. Useful to retuen the size of the sun and moon… and in perspective, how much of their contribution to lighting. Solid angle can be represented in ‘angular diameter’ as well. http://en.wikipedia.org/wiki/Solid_angle http://www.mathsisfun.com/geometry/steradian.html A solid angle is expressed in a dimensionless unit called a steradian (symbol: sr). By default in terms of the total celestial sphere and before atmospheric’s scattering, the Sun and the Moon subtend fractional areas of 0.000546% (Sun) and 0.000531% (Moon). http://en.wikipedia.org/wiki/Solid_angle#Sun_and_Moon On earth the sun is likely closer to 0.00011 solid angle after athmospheric scattering. The sun as perceived from earth has a diameter of 0.53 degrees. This is about 0.000064 solid angle. http://www.numericana.com/answer/angles.htm The mean angular diameter of the full moon is 2q = 0.52° (it varies with time around that average, by about 0.009°). This translates into a solid angle of 0.0000647 sr, which means that the whole night sky covers a solid angle roughly one hundred thousand times greater than the full moon. More info http://lcogt.net/spacebook/using-angles-describe-positions-and-apparent-sizes-objects http://amazing-space.stsci.edu/glossary/def.php.s=topic_astronomy Angular Size The apparent size of an object as seen by an observer; expressed in units of degrees (of arc), arc minutes, or arc seconds. The moon, as viewed from the Earth, has an angular diameter of one-half a degree. The angle covered by the diameter of the full moon is about 31 arcmin or 1/2°, so astronomers would say the Moon’s angular diameter is 31 arcmin, or the Moon subtends an angle of 31 arcmin. 
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DiffusionLight: HDRI Light Probes for Free by Painting a Chrome BallRead more: DiffusionLight: HDRI Light Probes for Free by Painting a Chrome Ballhttps://diffusionlight.github.io/ https://github.com/DiffusionLight/DiffusionLight https://github.com/DiffusionLight/DiffusionLight?tab=MIT-1-ov-file#readme https://colab.research.google.com/drive/15pC4qb9mEtRYsW3utXkk-jnaeVxUy-0S “a simple yet effective technique to estimate lighting in a single input image. Current techniques rely heavily on HDR panorama datasets to train neural networks to regress an input with limited field-of-view to a full environment map. However, these approaches often struggle with real-world, uncontrolled settings due to the limited diversity and size of their datasets. To address this problem, we leverage diffusion models trained on billions of standard images to render a chrome ball into the input image. Despite its simplicity, this task remains challenging: the diffusion models often insert incorrect or inconsistent objects and cannot readily generate images in HDR format. Our research uncovers a surprising relationship between the appearance of chrome balls and the initial diffusion noise map, which we utilize to consistently generate high-quality chrome balls. We further fine-tune an LDR difusion model (Stable Diffusion XL) with LoRA, enabling it to perform exposure bracketing for HDR light estimation. Our method produces convincing light estimates across diverse settings and demonstrates superior generalization to in-the-wild scenarios.”  
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Arto T. – A workflow for creating photorealistic, equirectangular 360° panoramas in ComfyUI using FluxRead more: Arto T. – A workflow for creating photorealistic, equirectangular 360° panoramas in ComfyUI using Fluxhttps://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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Composition and The Expressive Nature Of LightRead more: Composition and The Expressive Nature Of Lighthttp://www.huffingtonpost.com/bill-danskin/post_12457_b_10777222.html George Sand once said “ The artist vocation is to send light into the human heart.” 
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