COMPOSITION
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Christopher Butler – Understanding the Eye-Mind Connection – Vision is a mental processRead more: Christopher Butler – Understanding the Eye-Mind Connection – Vision is a mental processhttps://www.chrbutler.com/understanding-the-eye-mind-connection The intricate relationship between the eyes and the brain, often termed the eye-mind connection, reveals that vision is predominantly a cognitive process. This understanding has profound implications for fields such as design, where capturing and maintaining attention is paramount. This essay delves into the nuances of visual perception, the brain’s role in interpreting visual data, and how this knowledge can be applied to effective design strategies. This cognitive aspect of vision is evident in phenomena such as optical illusions, where the brain interprets visual information in a way that contradicts physical reality. These illusions underscore that what we “see” is not merely a direct recording of the external world but a constructed experience shaped by cognitive processes. Understanding the cognitive nature of vision is crucial for effective design. Designers must consider how the brain processes visual information to create compelling and engaging visuals. This involves several key principles: - Attention and Engagement
- Visual Hierarchy
- Cognitive Load Management
- Context and Meaning
  
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Photography basics: Camera Aspect Ratio, Sensor Size and Depth of Field – resolutionsRead more: Photography basics: Camera Aspect Ratio, Sensor Size and Depth of Field – resolutionshttp://www.shutterangle.com/2012/cinematic-look-aspect-ratio-sensor-size-depth-of-field/ http://www.shutterangle.com/2012/film-video-aspect-ratio-artistic-choice/ 
DESIGN
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Myriam Catrin – amazing designRead more: Myriam Catrin – amazing designhttps://www.artstation.com/myriamcatrin Creator of the comic book ” Passages. Book I” released with @therealarttitude https://arttitudebootleg.bigcartel.com/product/passages-myriam-catrin instagram/ FB page: @myriamcatrin / @MyriamCatrinComics 
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How to paint a boardgame miniaturesRead more: How to paint a boardgame miniaturesSteps: - soap wash cleaning
- primer
- base-coat layer (black/white)
- detailing
- washing aka shade (could be done after highlighting)
- highlights aka dry brushing (could be done after washing)
- varnish (gloss/satin/matte)
 
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A.I. Algorithm art fetches US$432,500 at Christie auctionRead more: A.I. Algorithm art fetches US$432,500 at Christie auctionwww.ctvnews.ca/entertainment/algorithm-art-fetches-us-432-500-at-christie-s-auction-1.4150620 www.christies.com/features/A-collaboration-between-two-artists-one-human-one-a-machine-9332-1.aspx  
COLOR
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Björn Ottosson – OKHSV and OKHSL – Two new color spaces for color pickingRead more: Björn Ottosson – OKHSV and OKHSL – Two new color spaces for color pickinghttps://bottosson.github.io/misc/colorpicker https://bottosson.github.io/posts/colorpicker/ https://www.smashingmagazine.com/2024/10/interview-bjorn-ottosson-creator-oklab-color-space/ One problem with sRGB is that in a gradient between blue and white, it becomes a bit purple in the middle of the transition. That’s because sRGB really isn’t created to mimic how the eye sees colors; rather, it is based on how CRT monitors work. That means it works with certain frequencies of red, green, and blue, and also the non-linear coding called gamma. It’s a miracle it works as well as it does, but it’s not connected to color perception. When using those tools, you sometimes get surprising results, like purple in the gradient. There were also attempts to create simple models matching human perception based on XYZ, but as it turned out, it’s not possible to model all color vision that way. Perception of color is incredibly complex and depends, among other things, on whether it is dark or light in the room and the background color it is against. When you look at a photograph, it also depends on what you think the color of the light source is. The dress is a typical example of color vision being very context-dependent. It is almost impossible to model this perfectly. I based Oklab on two other color spaces, CIECAM16 and IPT. I used the lightness and saturation prediction from CIECAM16, which is a color appearance model, as a target. I actually wanted to use the datasets used to create CIECAM16, but I couldn’t find them. IPT was designed to have better hue uniformity. In experiments, they asked people to match light and dark colors, saturated and unsaturated colors, which resulted in a dataset for which colors, subjectively, have the same hue. IPT has a few other issues but is the basis for hue in Oklab. In the Munsell color system, colors are described with three parameters, designed to match the perceived appearance of colors: Hue, Chroma and Value. The parameters are designed to be independent and each have a uniform scale. This results in a color solid with an irregular shape. The parameters are designed to be independent and each have a uniform scale. This results in a color solid with an irregular shape. Modern color spaces and models, such as CIELAB, Cam16 and Björn Ottosson own Oklab, are very similar in their construction.  By far the most used color spaces today for color picking are HSL and HSV, two representations introduced in the classic 1978 paper “Color Spaces for Computer Graphics”. HSL and HSV designed to roughly correlate with perceptual color properties while being very simple and cheap to compute. Today HSL and HSV are most commonly used together with the sRGB color space.  One of the main advantages of HSL and HSV over the different Lab color spaces is that they map the sRGB gamut to a cylinder. This makes them easy to use since all parameters can be changed independently, without the risk of creating colors outside of the target gamut.  The main drawback on the other hand is that their properties don’t match human perception particularly well. 
 Reconciling these conflicting goals perfectly isn’t possible, but given that HSV and HSL don’t use anything derived from experiments relating to human perception, creating something that makes a better tradeoff does not seem unreasonable. With this new lightness estimate, we are ready to look into the construction of Okhsv and Okhsl.  
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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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Is it possible to get a dark yellowRead more: Is it possible to get a dark yellowhttps://www.patreon.com/posts/102660674 https://www.linkedin.com/posts/stephenwestland_here-is-a-post-about-the-dark-yellow-problem-activity-7187131643764092929-7uCL  
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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.” 
LIGHTING
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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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Debayer – A free command line tool to convert camera raw images into scene-linear exrRead more: Debayer – A free command line tool to convert camera raw images into scene-linear exr https://github.com/jedypod/debayer The only required dependency is oiiotool. However other “debayer engines” are also supported. - OpenImageIO – oiiotool is used for converting debayered tif images to exr.
- Debayer Engines
- RawTherapee – Powerful raw development software used to decode raw images. High quality, good selection of debayer algorithms, and more advanced raw processing like chromatic aberration removal.
- LibRaw – dcraw_emu commandline utility included with LibRaw. Optional alternative for debayer. Simple, fast and effective.
- Darktable – Uses darktable-cli plus an xmp config to process.
- vkdt – uses vkdt-cli to debayer. Pretty experimental still. Uses Vulkan for image processing. Stupidly fast. Pretty limited.
 
 
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