COMPOSITION
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Composition – 5 tips for creating perfect cinematic lighting and making your work look stunning
Read more: Composition – 5 tips for creating perfect cinematic lighting and making your work look stunninghttp://www.diyphotography.net/5-tips-creating-perfect-cinematic-lighting-making-work-look-stunning/
1. Learn the rules of lighting
2. Learn when to break the rules
3. Make your key light larger
4. Reverse keying
5. Always be backlighting
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SlowMoVideo – How to make a slow motion shot with the open source program
http://slowmovideo.granjow.net/
slowmoVideo is an OpenSource program that creates slow-motion videos from your footage.
Slow motion cinematography is the result of playing back frames for a longer duration than they were exposed. For example, if you expose 240 frames of film in one second, then play them back at 24 fps, the resulting movie is 10 times longer (slower) than the original filmed event….
Film cameras are relatively simple mechanical devices that allow you to crank up the speed to whatever rate the shutter and pull-down mechanism allow. Some film cameras can operate at 2,500 fps or higher (although film shot in these cameras often needs some readjustment in postproduction). Video, on the other hand, is always captured, recorded, and played back at a fixed rate, with a current limit around 60fps. This makes extreme slow motion effects harder to achieve (and less elegant) on video, because slowing down the video results in each frame held still on the screen for a long time, whereas with high-frame-rate film there are plenty of frames to fill the longer durations of time. On video, the slow motion effect is more like a slide show than smooth, continuous motion.
One obvious solution is to shoot film at high speed, then transfer it to video (a case where film still has a clear advantage, sorry George). Another possibility is to cross dissolve or blur from one frame to the next. This adds a smooth transition from one still frame to the next. The blur reduces the sharpness of the image, and compared to slowing down images shot at a high frame rate, this is somewhat of a cheat. However, there isn’t much you can do about it until video can be recorded at much higher rates. Of course, many film cameras can’t shoot at high frame rates either, so the whole super-slow-motion endeavor is somewhat specialized no matter what medium you are using. (There are some high speed digital cameras available now that allow you to capture lots of digital frames directly to your computer, so technology is starting to catch up with film. However, this feature isn’t going to appear in consumer camcorders any time soon.)
DESIGN
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The Hybrids by Phil Langer – hyper-realistic AI-generated human animal portraits
Read more: The Hybrids by Phil Langer – hyper-realistic AI-generated human animal portraitshttps://www.reddit.com/r/aiArt/comments/1azepd6/hybrid_portraits_by_phil_langer/
https://www.thehybridportraits.com/
https://www.instagram.com/hybridportraits/
COLOR
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Akiyoshi Kitaoka – Surround biased illumination perception
Read more: Akiyoshi Kitaoka – Surround biased illumination perceptionhttps://x.com/AkiyoshiKitaoka/status/1798705648001327209
The left face appears whitish and the right one blackish, but they are made up of the same luminance.
https://community.wolfram.com/groups/-/m/t/3191015
Illusory staircase Gelb effect
https://www.psy.ritsumei.ac.jp/akitaoka/illgelbe.html -
mmColorTarget – Nuke Gizmo for color matching a MacBeth chart
Read more: mmColorTarget – Nuke Gizmo for color matching a MacBeth charthttps://www.marcomeyer-vfx.de/posts/2014-04-11-mmcolortarget-nuke-gizmo/
https://www.marcomeyer-vfx.de/posts/mmcolortarget-nuke-gizmo/
https://vimeo.com/9.1652466e+07
https://www.nukepedia.com/gizmos/colour/mmcolortarget
LIGHTING
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Photography basics: Exposure Value vs Photographic Exposure vs Il/Luminance vs Pixel luminance measurements
Read more: Photography basics: Exposure Value vs Photographic Exposure vs Il/Luminance vs Pixel luminance measurementsAlso see: https://www.pixelsham.com/2015/05/16/how-aperture-shutter-speed-and-iso-affect-your-photos/
In photography, exposure value (EV) is a number that represents a combination of a camera’s shutter speed and f-number, such that all combinations that yield the same exposure have the same EV (for any fixed scene luminance).
The EV concept was developed in an attempt to simplify choosing among combinations of equivalent camera settings. Although all camera settings with the same EV nominally give the same exposure, they do not necessarily give the same picture. EV is also used to indicate an interval on the photographic exposure scale. 1 EV corresponding to a standard power-of-2 exposure step, commonly referred to as a stop
EV 0 corresponds to an exposure time of 1 sec and a relative aperture of f/1.0. If the EV is known, it can be used to select combinations of exposure time and f-number.
Note EV does not equal to photographic exposure. Photographic Exposure is defined as how much light hits the camera’s sensor. It depends on the camera settings mainly aperture and shutter speed. Exposure value (known as EV) is a number that represents the exposure setting of the camera.
Thus, strictly, EV is not a measure of luminance (indirect or reflected exposure) or illuminance (incidental exposure); rather, an EV corresponds to a luminance (or illuminance) for which a camera with a given ISO speed would use the indicated EV to obtain the nominally correct exposure. Nonetheless, it is common practice among photographic equipment manufacturers to express luminance in EV for ISO 100 speed, as when specifying metering range or autofocus sensitivity.
The exposure depends on two things: how much light gets through the lenses to the camera’s sensor and for how long the sensor is exposed. The former is a function of the aperture value while the latter is a function of the shutter speed. Exposure value is a number that represents this potential amount of light that could hit the sensor. It is important to understand that exposure value is a measure of how exposed the sensor is to light and not a measure of how much light actually hits the sensor. The exposure value is independent of how lit the scene is. For example a pair of aperture value and shutter speed represents the same exposure value both if the camera is used during a very bright day or during a dark night.
Each exposure value number represents all the possible shutter and aperture settings that result in the same exposure. Although the exposure value is the same for different combinations of aperture values and shutter speeds the resulting photo can be very different (the aperture controls the depth of field while shutter speed controls how much motion is captured).
EV 0.0 is defined as the exposure when setting the aperture to f-number 1.0 and the shutter speed to 1 second. All other exposure values are relative to that number. Exposure values are on a base two logarithmic scale. This means that every single step of EV – plus or minus 1 – represents the exposure (actual light that hits the sensor) being halved or doubled.
https://www.streetdirectory.com/travel_guide/141307/photography/exposure_value_ev_and_exposure_compensation.html
Formula
https://en.wikipedia.org/wiki/Exposure_value
https://www.scantips.com/lights/math.html
which means 2EV = N² / t
where
- N is the relative aperture (f-number) Important: Note that f/stop values must first be squared in most calculations
- t is the exposure time (shutter speed) in seconds
EV 0 corresponds to an exposure time of 1 sec and an aperture of f/1.0.
Example: If f/16 and 1/4 second, then this is:
(N² / t) = (16 × 16 ÷ 1/4) = (16 × 16 × 4) = 1024.
Log₂(1024) is EV 10. Meaning, 210 = 1024.
Collecting photographic exposure using Light Meters
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, 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)
https://en.wikipedia.org/wiki/Light_meter
For reflected-light meters, camera settings are related to ISO speed and subject luminance by the reflected-light exposure equation:
where
- N is the relative aperture (f-number)
- t is the exposure time (“shutter speed”) in seconds
- L is the average scene luminance
- S is the ISO arithmetic speed
- K is the reflected-light meter calibration constant
For incident-light meters, camera settings are related to ISO speed and subject illuminance by the incident-light exposure equation:
where
- E is the illuminance (in lux)
- C is the incident-light meter calibration constant
Two values for K are in common use: 12.5 (Canon, Nikon, and Sekonic) and 14 (Minolta, Kenko, and Pentax); the difference between the two values is approximately 1/6 EV.
For C a value of 250 is commonly used.Nonetheless, it is common practice among photographic equipment manufacturers to also express luminance in EV for ISO 100 speed. Using K = 12.5, the relationship between EV at ISO 100 and luminance L is then :
L = 2(EV-3)
The situation with incident-light meters is more complicated than that for reflected-light meters, because the calibration constant C depends on the sensor type. Illuminance is measured with a flat sensor; a typical value for C is 250 with illuminance in lux. Using C = 250, the relationship between EV at ISO 100 and illuminance E is then :
E = 2.5 * 2(EV)
https://nofilmschool.com/2018/03/want-easier-and-faster-way-calculate-exposure-formula
Three basic factors go into the exposure formula itself instead: aperture, shutter, and ISO. Plus a light meter calibration constant.
f-stop²/shutter (in seconds) = lux * ISO/C
If you at least know four of those variables, you’ll be able to calculate the missing value.
So, say you want to figure out how much light you’re going to need in order to shoot at a certain f-stop. Well, all you do is plug in your values (you should know the f-stop, ISO, and your light meter calibration constant) into the formula below:
lux = C (f-stop²/shutter (in seconds))/ISO
Exposure Value Calculator:
https://snapheadshots.com/resources/exposure-and-light-calculator
https://www.scantips.com/lights/exposurecalc.html
https://www.pointsinfocus.com/tools/exposure-settings-ev-calculator/#google_vignette
From that perspective, an exposure stop is a measurement of Exposure and 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 & f-stop.
+-1 stop is a doubling or halving of the amount of light let in when taking a photo.
1 EV is just another way to say one stop of exposure change.One major use of EV (Exposure Value) is just to measure any change of exposure, where one EV implies a change of one stop of exposure. Like when we compensate our picture in the camera.
If the picture comes out too dark, our manual exposure could correct the next one by directly adjusting one of the three exposure controls (f/stop, shutter speed, or ISO). Or if using camera automation, the camera meter is controlling it, but we might apply +1 EV exposure compensation (or +1 EV flash compensation) to make the result goal brighter, as desired. This use of 1 EV is just another way to say one stop of exposure change.
On a perfect day the difference from sampling the sky vs the sun exposure with diffusing spot meters is about 3.2 exposure difference.
~15.4 EV for the sun ~12.2 EV for the sky
That is as a ballpark. All still influenced by surroundings, accuracy parameters, fov of the sensor…
EV calculator
https://www.scantips.com/lights/evchart.html#calc
http://www.fredparker.com/ultexp1.htm
Exposure value is basically used to indicate an interval on the photographic exposure scale, with a difference of 1 EV corresponding to a standard power-of-2 exposure step, also commonly referred to as a “stop”.
https://contrastly.com/a-guide-to-understanding-exposure-value-ev/
Retrieving photographic exposure from an image
All you can hope to measure with your camera and some images is the relative reflected luminance. Even if you have the camera settings. https://en.wikipedia.org/wiki/Relative_luminance
If you REALLY want to know the amount of light in absolute radiometric units, you’re going to need to use some kind of absolute light meter or measured light source to calibrate your camera. For references on how to do this, see: Section 2.5 Obtaining Absolute Radiance from http://www.pauldebevec.com/Research/HDR/debevec-siggraph97.pdf
IF you are still trying to gauge relative brightness, the level of the sun in Nuke can vary, but it should be in the thousands. Ie: between 30,000 and 65,0000 rgb value depending on time of the day, season and atmospherics.
The values for a 12 o’clock sun, with the sun sampled at EV 15.5 (shutter 1/30, ISO 100, F22) is 32.000 RGB max values (or 32,000 pixel luminance).
The thing to keep an eye for is the level of contrast between sunny side/fill side. The terminator should be quite obvious, there can be up to 3 stops difference between fill/key in sunny lit objects.Note: In Foundry’s Nuke, the software will map 18% gray to whatever your center f/stop is set to in the viewer settings (f/8 by default… change that to EV by following the instructions below).
You can experiment with this by attaching an Exposure node to a Constant set to 0.18, setting your viewer read-out to Spotmeter, and adjusting the stops in the node up and down. You will see that a full stop up or down will give you the respective next value on the aperture scale (f8, f11, f16 etc.).
One stop doubles or halves the amount or light that hits the filmback/ccd, so everything works in powers of 2.
So starting with 0.18 in your constant, you will see that raising it by a stop will give you .36 as a floating point number (in linear space), while your f/stop will be f/11 and so on.If you set your center stop to 0 (see below) you will get a relative readout in EVs, where EV 0 again equals 18% constant gray.
Note: make sure to set your Nuke read node to ‘raw data’In other words. Setting the center f-stop to 0 means that in a neutral plate, the middle gray in the macbeth chart will equal to exposure value 0. EV 0 corresponds to an exposure time of 1 sec and an aperture of f/1.0.
To switch Foundry’s Nuke’s SpotMeter to return the EV of an image, click on the main viewport, and then press s, this opens the viewer’s properties. Now set the center f-stop to 0 in there. And the SpotMeter in the viewport will change from aperture and fstops to EV.
If you are trying to gauge the EV from the pixel luminance in the image:
– Setting the center f-stop to 0 means that in a neutral plate, the middle 18% gray will equal to exposure value 0.
– So if EV 0 = 0.18 middle gray in nuke which equal to a pixel luminance of 0.18, doubling that value, doubles the EV..18 pixel luminance = 0EV .36 pixel luminance = 1EV .72 pixel luminance = 2EV 1.46 pixel luminance = 3EV ...
This is a Geometric Progression function: xn = ar(n-1)
The most basic example of this function is 1,2,4,8,16,32,… The sequence starts at 1 and doubles each time, so
- a=1 (the first term)
- r=2 (the “common ratio” between terms is a doubling)
And we get:
{a, ar, ar2, ar3, … }
= {1, 1×2, 1×22, 1×23, … }
= {1, 2, 4, 8, … }
In this example the function translates to: n = 2(n-1)
You can graph this curve through this expression: x = 2(y-1) :You can go back and forth between the two values through a geometric progression function and a log function:
(Note: in a spreadsheet this is: = POWER(2; cell# -1) and =LOG(cell#, 2)+1) )
2(y-1) log2(x)+1 x y 1 1 2 2 4 3 8 4 16 5 32 6 64 7 128 8 256 9 512 10 1024 11 2048 12 4096 13 Translating this into a geometric progression between an image pixel luminance and EV:
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HDRI shooting and editing by Xuan Prada and Greg Zaal
www.xuanprada.com/blog/2014/11/3/hdri-shooting
http://blog.gregzaal.com/2016/03/16/make-your-own-hdri/
http://blog.hdrihaven.com/how-to-create-high-quality-hdri/
Shooting checklist
- Full coverage of the scene (fish-eye shots)
- Backplates for look-development (including ground or floor)
- Macbeth chart for white balance
- Grey ball for lighting calibration
- Chrome ball for lighting orientation
- Basic scene measurements
- Material samples
- Individual HDR artificial lighting sources if required
Methodology
- Plant the tripod where the action happens, stabilise it and level it
- Set manual focus
- Set white balance
- Set ISO
- Set raw+jpg
- Set apperture
- Metering exposure
- Set neutral exposure
- Read histogram and adjust neutral exposure if necessary
- Shot slate (operator name, location, date, time, project code name, etc)
- Set auto bracketing
- Shot 5 to 7 exposures with 3 stops difference covering the whole environment
- Place the aromatic kit where the tripod was placed, and take 3 exposures. Keep half of the grey sphere hit by the sun and half in shade.
- Place the Macbeth chart 1m away from tripod on the floor and take 3 exposures
- Take backplates and ground/floor texture references
- Shoot reference materials
- Write down measurements of the scene, specially if you are shooting interiors.
- If shooting artificial lights take HDR samples of each individual lighting source.
Exposures starting point
- Day light sun visible ISO 100 F22
- Day light sun hidden ISO 100 F16
- Cloudy ISO 320 F16
- Sunrise/Sunset ISO 100 F11
- Interior well lit ISO 320 F16
- Interior ambient bright ISO 320 F10
- Interior bad light ISO 640 F10
- Interior ambient dark ISO 640 F8
- Low light situation ISO 640 F5
NOTE: The goal is to clean the initial individual brackets before or at merging time as much as possible.
This means:- keeping original shooting metadata
- de-fringing
- removing aberration (through camera lens data or automatically)
- at 32 bit
- in ACEScg (or ACES) wherever possible
Here are the tips for using the chromatic ball in VFX projects, written in English:
https://www.linkedin.com/posts/bellrodrigo_here-are-the-tips-for-using-the-chromatic-activity-7200950595438940160-AGBpTips for Using the Chromatic Ball in VFX Projects**
The chromatic ball is an invaluable tool in VFX work, helping to capture lighting and reflection data crucial for integrating CGI elements seamlessly. Here are some tips to maximize its effectiveness:
1. **Positioning**:
– Place the chromatic ball in the same lighting conditions as the main subject. Ensure it is visible in the camera frame but not obstructing the main action.
– Ideally, place the ball where the CGI elements will be integrated to match the lighting and reflections accurately.2. **Recording Reference Footage**:
– Capture reference footage of the chromatic ball at the beginning and end of each scene or lighting setup. This ensures you have consistent lighting data for the entire shoot.3. **Consistent Angles**:
– Use consistent camera angles and heights when recording the chromatic ball. This helps in comparing and matching lighting setups across different shots.4. **Combine with a Gray Ball**:
– Use a gray ball alongside the chromatic ball. The gray ball provides a neutral reference for exposure and color balance, complementing the chromatic ball’s reflection data.5. **Marking Positions**:
– Mark the position of the chromatic ball on the set to ensure consistency when shooting multiple takes or different camera angles.6. **Lighting Analysis**:
– Analyze the chromatic ball footage to understand the light sources, intensity, direction, and color temperature. This information is crucial for creating realistic CGI lighting and shadows.7. **Reflection Analysis**:
– Use the chromatic ball to capture the environment’s reflections. This helps in accurately reflecting the CGI elements within the same scene, making them blend seamlessly.8. **Use HDRI**:
– Capture High Dynamic Range Imagery (HDRI) of the chromatic ball. HDRI provides detailed lighting information and can be used to light CGI scenes with greater realism.9. **Communication with VFX Team**:
– Ensure that the VFX team is aware of the chromatic ball’s data and how it was captured. Clear communication ensures that the data is used effectively in post-production.10. **Post-Production Adjustments**:
– In post-production, use the chromatic ball data to adjust the CGI elements’ lighting and reflections. This ensures that the final output is visually cohesive and realistic. -
Composition – 5 tips for creating perfect cinematic lighting and making your work look stunning
Read more: Composition – 5 tips for creating perfect cinematic lighting and making your work look stunninghttp://www.diyphotography.net/5-tips-creating-perfect-cinematic-lighting-making-work-look-stunning/
1. Learn the rules of lighting
2. Learn when to break the rules
3. Make your key light larger
4. Reverse keying
5. Always be backlighting
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What light is best to illuminate gems for resale
www.palagems.com/gem-lighting2
Artificial light sources, not unlike the diverse phases of natural light, vary considerably in their properties. As a result, some lamps render an object’s color better than others do.
The most important criterion for assessing the color-rendering ability of any lamp is its spectral power distribution curve.
Natural daylight varies too much in strength and spectral composition to be taken seriously as a lighting standard for grading and dealing colored stones. For anything to be a standard, it must be constant in its properties, which natural light is not.
For dealers in particular to make the transition from natural light to an artificial light source, that source must offer:
1- A degree of illuminance at least as strong as the common phases of natural daylight.
2- Spectral properties identical or comparable to a phase of natural daylight.A source combining these two things makes gems appear much the same as when viewed under a given phase of natural light. From the viewpoint of many dealers, this corresponds to a naturalappearance.
The 6000° Kelvin xenon short-arc lamp appears closest to meeting the criteria for a standard light source. Besides the strong illuminance this lamp affords, its spectrum is very similar to CIE standard illuminants of similar color temperature.
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Photography basics: How Exposure Stops (Aperture, Shutter Speed, and ISO) Affect Your Photos – cheat sheet cards
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