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
DESIGN
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Mickmumpitz – Create CONSISTENT CHARACTERS from an INPUT IMAGE with FLUX and a character sheet! (ComfyUI Tutorial + Installation Guide + Lora training)
Read more: Mickmumpitz – Create CONSISTENT CHARACTERS from an INPUT IMAGE with FLUX and a character sheet! (ComfyUI Tutorial + Installation Guide + Lora training)https://www.patreon.com/posts/create-from-with-115147229
Note: the image below is not from the workflow
Nodes:
Install missing nodes in the workflow through the manager.
Models:
Make sure not to mix SD1.5 and SDLX models.
Follow the details under the pdf below.
General suggesions:
– Comfy Org / Flux.1 [dev] Checkpoint model (fp8)
The manager will put it under checkpoints, which will not work.
Make sure to put it under the models/unet folder for the Load Diffusion Model node to work.
– same for realvisxlV50_v50LightningBakedvae.safetensors
it should go under models/vae
COLOR
LIGHTING
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Unity 3D resources
http://answers.unity3d.com/questions/12321/how-can-i-start-learning-unity-fast-list-of-tutori.html
If you have no previous experience with Unity, start with these six video tutorials which give a quick overview of the Unity interface and some important features http://unity3d.com/support/documentation/video/
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Open Source Nvidia Omniverse
Read more: Open Source Nvidia Omniverseblogs.nvidia.com/blog/2019/03/18/omniverse-collaboration-platform/
developer.nvidia.com/nvidia-omniverse
An open, Interactive 3D Design Collaboration Platform for Multi-Tool Workflows to simplify studio workflows for real-time graphics.
It supports Pixar’s Universal Scene Description technology for exchanging information about modeling, shading, animation, lighting, visual effects and rendering across multiple applications.
It also supports NVIDIA’s Material Definition Language, which allows artists to exchange information about surface materials across multiple tools.
With Omniverse, artists can see live updates made by other artists working in different applications. They can also see changes reflected in multiple tools at the same time.
For example an artist using Maya with a portal to Omniverse can collaborate with another artist using UE4 and both will see live updates of each others’ changes in their application.
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