Thursday 11th August 2022
Using rays in latlongs to get the bright spots of information of the latlongs map surface. Just need 9 numbers for an information map. Sypherical harmonics. Sypherical coefficients. More complex geography or less complex. It doesn't matter. Irradiance rigshade node in mozzie comp. Softbox, calculate the coefficients. Real life lighting is hard. Balancing the lighting pass = relighting. Black levels at zero. Blurring, sharping wratten. Greenzone with Matt daemon. Tungsten film looks blue when filmed in daylight. The exact curves to mimic the filter. Log space and colourspace. More tone separation hence the curve. Cineon log curve (gamma encoding) it's a perfect match for our vision. They have added this to the computers to mimic our vision. When grading to move it into log space then out of log space. They work in log space instead of linear. Use colour space node to make it flat. But not blown out. Convultion kernals. Neighbors AKA numbers within a vector to form a new pixel value. Use a sharpen node to get those nasty edges. Nasty ringing light edges. Dark edges. Do it in log space then sharpen would be better. Everything remains positive but it gives it a nasty bright edge. Far from perfect. Have different alternatives. Divided by number when using the matrix node. Make sure it's between 0 and 1. Smoother falloff. Choosing between Gaussian and blur you are choosing different kernals. Gaussian filter would look like a tent. Going to sharpen and not blur edge detection. Choose how big the kernal is 3x3 is default. So blurring and sharpening is the process of kernals of transforming the image. Only applies to colour correction in a premulted state. Percent blur. Maya, Nuke or cinema 4D. All out of the box woefully inaccurate. A lot of companies build a lot of tools for these programmes. Developed tools to use in these programmes. Detail is still intact apart from it still clips. Custom built tools out of necessitiy. Linear light merge. Low pass and High pass divide then blur then multiply. Frequency separation. Save it as a group then export as a gizmo. Take the original image lift it then blur it. That's another way of doing it. Lifting it puts it on a neutral/gray background and + 0.5 displacement map. Put it back down - 0.5 there's no change but add the median we have reduced the grain/high frequency noise. Smoothed out using roto paint node. Instead of cloning/ use classic key node. Getting the pickup from her neck over her mouth using the cloning. All you're copying is the texture of the plate. Poisson matting. Adapting it to the background defogging and adding fogging. Separating out the noise. Noise has been taken away. Don't wanna make it completely go away. Separate low pass and high pass divide by the blur. Don't clamp or mess it up. Sometimes has negative values. Cineon log file. Lots of super whites. Check transparency. Put it in solid alpha gets no transparency in shuffle node. It's always positive. To check film range to know if you need to lift. Ever so slight lift as long as possible you are safe. Beware of photoshop. Think of round trips be able to go to the original plate without consequences. Using the dark knight emboss technique. If you are with rig removal or introducing geo you need to separate to put it back together again. Verse and inverse to be able to bring it back in. However, it doesn't work. It takes in the inverse and gives it a feathered edge. Some will become semitransparent extruding the edges.
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