COMPOSITION
DESIGN
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Turn Yourself Into an Action Figure Using ChatGPT
Read more: Turn Yourself Into an Action Figure Using ChatGPTChatGPT Action Figure Prompts:
Create an action figure from the photo. It must be visualised in a realistic way. There should be accessories next to the figure like a UX designer have, Macbook Pro, a camera, drawing tablet, headset etc. Add a hole to the top of the box in the action figure. Also write the text “UX Mate” and below it “Keep Learning! Keep Designing
Use this image to create a picture of a action figure toy of a construction worker in a blister package from head to toe with accessories including a hammer, a staple gun and a ladder. The package should read “Kirk The Handy Man”
Create a realistic image of a toy action figure box. The box should be designed in a toy-equipment/action-figure style, with a cut-out window at the top like classic action figure packaging. The main color of the box and moleskine notebook should match the color of my jacket (referenced visually). Add colorful Mexican skull decorations across the box for a vibrant and artistic flair. Inside the box, include a “Your name” action figure, posed heroically. Next to the figure, arrange the following “equipment” in a stylized layout: • item 1 • item 2 … On the box, write: “Your name” (bold title font) Underneath: “Your role or anything else” The entire scene should look like a real product mockup, highly realistic, lit like a studio product photo. On the box, write: “Your name” (bold title font) Underneath: “Your role or description” The entire scene should look like a real product mockup, highly realistic, lit like a studio product photo. Prompt on Kling AI The figure steps out of its toy packaging and begins walking forward. As he continues to walk, the camera gradually zooms out in sync with his movement.
“Create image. Create a toy of the person in the photo. Let it be an action figure. Next to the figure, there should be the toy’s equipment, each in its individual blisters. 1) a book called “Tecnoforma”. 2) A 3-headed dog with a tag that says “Troika” and a bone at its feet with word “austerity” written on it. 3) a three-headed Hydra with with a tag called “Geringonça”. 4) a book titled “D. Sebastião”. Don’t repeat the equipment under any circumstance. The card holding the blister should be strong orange. Also, on top of the box, write ‘Pedro Passos Coelho’ and underneath it, ‘PSD action figure’. The figure and equipment must all be inside blisters. Visualize this in a realistic way.”
COLOR
LIGHTING
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Black Body color aka the Planckian Locus curve for white point eye perception
Read more: Black Body color aka the Planckian Locus curve for white point eye perceptionhttp://en.wikipedia.org/wiki/Black-body_radiation
Black-body radiation is the type of electromagnetic radiation within or surrounding a body in thermodynamic equilibrium with its environment, or emitted by a black body (an opaque and non-reflective body) held at constant, uniform temperature. The radiation has a specific spectrum and intensity that depends only on the temperature of the body.
A black-body at room temperature appears black, as most of the energy it radiates is infra-red and cannot be perceived by the human eye. At higher temperatures, black bodies glow with increasing intensity and colors that range from dull red to blindingly brilliant blue-white as the temperature increases.
The Black Body Ultraviolet Catastrophe Experiment
In photography, color temperature describes the spectrum of light which is radiated from a “blackbody” with that surface temperature. A blackbody is an object which absorbs all incident light — neither reflecting it nor allowing it to pass through.
The Sun closely approximates a black-body radiator. Another rough analogue of blackbody radiation in our day to day experience might be in heating a metal or stone: these are said to become “red hot” when they attain one temperature, and then “white hot” for even higher temperatures. Similarly, black bodies at different temperatures also have varying color temperatures of “white light.”
Despite its name, light which may appear white does not necessarily contain an even distribution of colors across the visible spectrum.
Although planets and stars are neither in thermal equilibrium with their surroundings nor perfect black bodies, black-body radiation is used as a first approximation for the energy they emit. Black holes are near-perfect black bodies, and it is believed that they emit black-body radiation (called Hawking radiation), with a temperature that depends on the mass of the hole.
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PTGui 13 beta adds control through a Patch Editor
Additions:
- Patch Editor (PTGui Pro)
- DNG output
- Improved RAW / DNG handling
- JPEG 2000 support
- Performance improvements
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What is physically correct lighting all about?
Read more: What is physically correct lighting all about?http://gamedev.stackexchange.com/questions/60638/what-is-physically-correct-lighting-all-about
2012-08 Nathan Reed wrote:
Physically-based shading means leaving behind phenomenological models, like the Phong shading model, which are simply built to “look good” subjectively without being based on physics in any real way, and moving to lighting and shading models that are derived from the laws of physics and/or from actual measurements of the real world, and rigorously obey physical constraints such as energy conservation.
For example, in many older rendering systems, shading models included separate controls for specular highlights from point lights and reflection of the environment via a cubemap. You could create a shader with the specular and the reflection set to wildly different values, even though those are both instances of the same physical process. In addition, you could set the specular to any arbitrary brightness, even if it would cause the surface to reflect more energy than it actually received.
In a physically-based system, both the point light specular and the environment reflection would be controlled by the same parameter, and the system would be set up to automatically adjust the brightness of both the specular and diffuse components to maintain overall energy conservation. Moreover you would want to set the specular brightness to a realistic value for the material you’re trying to simulate, based on measurements.
Physically-based lighting or shading includes physically-based BRDFs, which are usually based on microfacet theory, and physically correct light transport, which is based on the rendering equation (although heavily approximated in the case of real-time games).
It also includes the necessary changes in the art process to make use of these features. Switching to a physically-based system can cause some upsets for artists. First of all it requires full HDR lighting with a realistic level of brightness for light sources, the sky, etc. and this can take some getting used to for the lighting artists. It also requires texture/material artists to do some things differently (particularly for specular), and they can be frustrated by the apparent loss of control (e.g. locking together the specular highlight and environment reflection as mentioned above; artists will complain about this). They will need some time and guidance to adapt to the physically-based system.
On the plus side, once artists have adapted and gained trust in the physically-based system, they usually end up liking it better, because there are fewer parameters overall (less work for them to tweak). Also, materials created in one lighting environment generally look fine in other lighting environments too. This is unlike more ad-hoc models, where a set of material parameters might look good during daytime, but it comes out ridiculously glowy at night, or something like that.
Here are some resources to look at for physically-based lighting in games:
SIGGRAPH 2013 Physically Based Shading Course, particularly the background talk by Naty Hoffman at the beginning. You can also check out the previous incarnations of this course for more resources.
Sébastien Lagarde, Adopting a physically-based shading model and Feeding a physically-based shading model
And of course, I would be remiss if I didn’t mention Physically-Based Rendering by Pharr and Humphreys, an amazing reference on this whole subject and well worth your time, although it focuses on offline rather than real-time rendering.
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