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	<title>Comments on: 10 key tips for lighting and look development</title>
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	<link>http://www.cgchannel.com/2012/10/10-tips-for-lighting-and-look-development/</link>
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		<title>By: Cosku</title>
		<link>http://www.cgchannel.com/2012/10/10-tips-for-lighting-and-look-development/#comment-42267</link>
		<dc:creator>Cosku</dc:creator>
		<pubDate>Fri, 09 Nov 2012 22:32:30 +0000</pubDate>
		<guid isPermaLink="false">http://www.cgchannel.com/?p=45620#comment-42267</guid>
		<description><![CDATA[@Bozo: Not sure if I understand your point. I&#039;m a big proponent of live action footage, but exactly how are you planning to shoot a 1 mile radius cave with a glowing ball in the middle shooting out rays, or how would have a stunt man climb ceilings?

@Lisboa Neto: 1) When I say linear in textures, I was talking more about the output rather than the input. Most textures start from jpg&#039;s or 8 bit tiff&#039;s anyways so outputting things like color maps and normalized maps (spec) as 8 bit linear tiff&#039;s or linear exr&#039;s is very useful for linear workflow. Most renderers support  mipmapping of textures which I highly recommend,  that should save you a ton of calculation in render time. So, mipmapped linear textures (8-32 bit) should give you great results. 

2) What I was talking about with linear materials was, on the floor in spider-man for example, I had a layered material where the base material was the main material with color, and a rougher spec, and the top material was a more shiny, spec only material that simulated the varnish on top of the flooring (just like a carpaint shader). The difference between the two spec profiles gives great realism to clear coated surfaces. 

3) Sorry, I have no experience with bakery relight.]]></description>
		<content:encoded><![CDATA[<p>@Bozo: Not sure if I understand your point. I&#8217;m a big proponent of live action footage, but exactly how are you planning to shoot a 1 mile radius cave with a glowing ball in the middle shooting out rays, or how would have a stunt man climb ceilings?</p>
<p>@Lisboa Neto: 1) When I say linear in textures, I was talking more about the output rather than the input. Most textures start from jpg&#8217;s or 8 bit tiff&#8217;s anyways so outputting things like color maps and normalized maps (spec) as 8 bit linear tiff&#8217;s or linear exr&#8217;s is very useful for linear workflow. Most renderers support  mipmapping of textures which I highly recommend,  that should save you a ton of calculation in render time. So, mipmapped linear textures (8-32 bit) should give you great results. </p>
<p>2) What I was talking about with linear materials was, on the floor in spider-man for example, I had a layered material where the base material was the main material with color, and a rougher spec, and the top material was a more shiny, spec only material that simulated the varnish on top of the flooring (just like a carpaint shader). The difference between the two spec profiles gives great realism to clear coated surfaces. </p>
<p>3) Sorry, I have no experience with bakery relight.</p>
]]></content:encoded>
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	<item>
		<title>By: Lisboa Neto</title>
		<link>http://www.cgchannel.com/2012/10/10-tips-for-lighting-and-look-development/#comment-42121</link>
		<dc:creator>Lisboa Neto</dc:creator>
		<pubDate>Fri, 09 Nov 2012 01:37:41 +0000</pubDate>
		<guid isPermaLink="false">http://www.cgchannel.com/?p=45620#comment-42121</guid>
		<description><![CDATA[Cheers for the Article. Very helpful.
But I like pump it up a few question for discussion:

1)You&#039;ve talked about work with linear images from start to finish, at
least 16bit images. So for most of students or artists that use
textures collected from websites, and most of the cases those guys
don&#039;t have a render farm to work with the type of great textures that
you&#039;ve have discribed. My question is should I work with &quot;custom
16bits png or tiff textures&quot; made from different photographs
manipulated with the intention to extract most data as possible from
each photograph sampled? Do you think it will increase a lot my render
times because of that? I&#039;m already considering that the final render
is 32bit exr 720p at least, considering that now a days even for
students this is standard point to get good results, and it&#039;s possible
with our desktop computers render over night a few seconds of
animation.


2)You&#039;ve said &quot;In most cases, a layered material with a rougher base
material that defines the color and base spec under a fully refractive
shinier clear-coat material with spec alone will give you great
results.&quot;
Are saying that in the amazing spider-man scene at school hallway that
you&#039;ve talked about, you created some kind of material that are a
blend between a glass reflective/refractive and a base spec rough
material? Or when you said refractive shinier clear-coat material you
mean a reflective shinier clear-coat instead? Is that right or did I
get it wrong. Could you be more clear or exemplified better to me?


3)You&#039;ve spoke about relighting in katana, have you heard about bakery
relight tool? What could you say about?

Thanks again, can&#039;t wait to see what people think about it, and also I&#039;d like to hear from you too Cosku^^.]]></description>
		<content:encoded><![CDATA[<p>Cheers for the Article. Very helpful.<br />
But I like pump it up a few question for discussion:</p>
<p>1)You&#8217;ve talked about work with linear images from start to finish, at<br />
least 16bit images. So for most of students or artists that use<br />
textures collected from websites, and most of the cases those guys<br />
don&#8217;t have a render farm to work with the type of great textures that<br />
you&#8217;ve have discribed. My question is should I work with &#8220;custom<br />
16bits png or tiff textures&#8221; made from different photographs<br />
manipulated with the intention to extract most data as possible from<br />
each photograph sampled? Do you think it will increase a lot my render<br />
times because of that? I&#8217;m already considering that the final render<br />
is 32bit exr 720p at least, considering that now a days even for<br />
students this is standard point to get good results, and it&#8217;s possible<br />
with our desktop computers render over night a few seconds of<br />
animation.</p>
<p>2)You&#8217;ve said &#8220;In most cases, a layered material with a rougher base<br />
material that defines the color and base spec under a fully refractive<br />
shinier clear-coat material with spec alone will give you great<br />
results.&#8221;<br />
Are saying that in the amazing spider-man scene at school hallway that<br />
you&#8217;ve talked about, you created some kind of material that are a<br />
blend between a glass reflective/refractive and a base spec rough<br />
material? Or when you said refractive shinier clear-coat material you<br />
mean a reflective shinier clear-coat instead? Is that right or did I<br />
get it wrong. Could you be more clear or exemplified better to me?</p>
<p>3)You&#8217;ve spoke about relighting in katana, have you heard about bakery<br />
relight tool? What could you say about?</p>
<p>Thanks again, can&#8217;t wait to see what people think about it, and also I&#8217;d like to hear from you too Cosku^^.</p>
]]></content:encoded>
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	<item>
		<title>By: Bozo</title>
		<link>http://www.cgchannel.com/2012/10/10-tips-for-lighting-and-look-development/#comment-41619</link>
		<dc:creator>Bozo</dc:creator>
		<pubDate>Tue, 06 Nov 2012 04:27:47 +0000</pubDate>
		<guid isPermaLink="false">http://www.cgchannel.com/?p=45620#comment-41619</guid>
		<description><![CDATA[Yeah,
Better yet, shoot all in camera with real effects, stunts and models.
I think the old movies are looking better and better as the years go by.
The over abundance of CG has diminished the visual experience in recent times.
It has its place but it is over cooked. That alien environment of the green lantern above is a case in point.
Tone it down.]]></description>
		<content:encoded><![CDATA[<p>Yeah,<br />
Better yet, shoot all in camera with real effects, stunts and models.<br />
I think the old movies are looking better and better as the years go by.<br />
The over abundance of CG has diminished the visual experience in recent times.<br />
It has its place but it is over cooked. That alien environment of the green lantern above is a case in point.<br />
Tone it down.</p>
]]></content:encoded>
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	<item>
		<title>By: Graft</title>
		<link>http://www.cgchannel.com/2012/10/10-tips-for-lighting-and-look-development/#comment-40787</link>
		<dc:creator>Graft</dc:creator>
		<pubDate>Wed, 31 Oct 2012 14:19:45 +0000</pubDate>
		<guid isPermaLink="false">http://www.cgchannel.com/?p=45620#comment-40787</guid>
		<description><![CDATA[Cheers for the article, weel written tips in a short and sweet form, any chance for a similar one but with colour theory?

Best,
Van der Graft]]></description>
		<content:encoded><![CDATA[<p>Cheers for the article, weel written tips in a short and sweet form, any chance for a similar one but with colour theory?</p>
<p>Best,<br />
Van der Graft</p>
]]></content:encoded>
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