Supir
https://github.com/Fanghua-Yu/SUPIR/issues/38
Civitai
https://civitai.com/tag/upscale
OpenModelDB
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“delve into an algorithm developed by Sean Feeley, a Senior Staff Environment Tech Artist that is part of the creative minds at Santa Monica Studio. This algorithm, originally designed to address edge inaccuracy on foliage, has the potential to revolutionize the way we approach texture optimization in the gaming industry. ”
LightIt is a script for Maya and Arnold that will help you and improve your lighting workflow.
Thanks to preset studio lighting components (lights, backdrop…), high quality studio scenes and HDRI library manager.
https://www.artstation.com/artwork/393emJ
A Zen of Python is a list of 19 guiding principles for writing beautiful code. Zen of Python was written by Tim Peters and later added to Python.
Here is how you can access the Zen of Python.
import this
print(this)
Output:
The Zen of Python, by Tim Peters
https://hellothisistim.com/blog/comp-rules/
This project implements RIFE – Real-Time Intermediate Flow Estimation for Video Frame Interpolation for The Foundry’s Nuke.
RIFE is a powerful frame interpolation neural network, capable of high-quality retimes and optical flow estimation.
This implementation allows RIFE to be used natively inside Nuke without any external dependencies or complex installations. It wraps the network in an easy-to-use Gizmo with controls similar to those in OFlow or Kronos.
https://github.com/rafaelperez/RIFE-for-Nuke
A tool that detects, crops, and presents reference & cg spheres
https://www.patreon.com/posts/nuke-auto-ai-96524139
Website link: https://lnkd.in/dr7Xv5C9
Nukepedia: https://lnkd.in/dfRuVtJ8
Github: https://lnkd.in/drXeHcn
https://www.learnworlds.com/how-to-create-an-online-course/
https://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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