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1279429 Posts in 56546 Topics- by 47493 Members - Latest Member: CatchAFish

February 19, 2017, 05:45:30 pm

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TIGSource ForumsDeveloperCreativeArtReferencesgame art tricks
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Prinsessa
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« Reply #200 on: January 25, 2017, 06:13:55 am »

Texture blending to make things fit together much more nicely. Simple, yet effective!

https://twitter.com/orikmcfly/status/824198896389857280
« Last Edit: February 06, 2017, 12:07:30 pm by Prinsessa » Logged

Prinsessa
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« Reply #201 on: February 06, 2017, 12:06:59 pm »

Old-school tricks! Colour cycling for animation and whatnot.



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gimymblert
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« Reply #202 on: February 06, 2017, 04:05:24 pm »

Why didn't I linked to this video is beyond me, Thanks pincessa
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JobLeonard
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« Reply #203 on: February 10, 2017, 01:38:37 am »

How to perform witchcraft advanced light effects in pico 8



https://hackernoon.com/pico-8-lighting-part-1-thin-dark-line-8ea15d21fed7#.t7xs2c9an

http://www.lexaloffle.com/bbs/?tid=28785
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gimymblert
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« Reply #204 on: February 10, 2017, 08:20:59 pm »



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Prinsessa
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« Reply #205 on: February 14, 2017, 01:11:43 am »

Semi-related, but I figure camera design is a big part of art direction, and here are two good talks on the matter:

1. Journey camera programmer talks about common camera mistakes, how to solve them, and a few Journey-specific solutions, with lots of focus on 3D, and also how to combat simulation/motion sickness:




2. Sidescroller cameras specifically, so mostly 2D:


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gimymblert
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« Reply #206 on: February 14, 2017, 11:05:00 am »




https://www.solidangle.com/research/egsr2012_volume.pdf
Importance Sampling Techniques for Path Tracing in Participating Media

https://www.shadertoy.com/view/Xdf3zB
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JobLeonard
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« Reply #207 on: February 14, 2017, 11:53:28 am »

Would that also work for real-time stuff?
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gimymblert
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« Reply #208 on: February 14, 2017, 11:59:39 am »

that shadertoy link is not there for nothing
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JobLeonard
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« Reply #209 on: February 14, 2017, 12:38:30 pm »

How did I miss that?! Shocked

Very nice!
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gimymblert
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« Reply #210 on: February 17, 2017, 11:24:39 am »



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gimymblert
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« Reply #211 on: February 17, 2017, 12:22:55 pm »



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JobLeonard
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« Reply #212 on: February 17, 2017, 01:41:13 pm »

Because I have a bachelor in fine arts and specialised in photography, I saw the core cause of the problem coming a mile away Tongue

I think that if you work with 3D modelling and want to get a better understanding of how light works, learning the technical details of photography isn't a bad idea. Here's the best technical website I know of:

http://www.cambridgeincolour.com/


Anyway, video tutorial doesn't explain why sRGB ruins this render. It has to do with gamma values, mostly, and it ruins a lot of things. Here's a mostly-right video explaining it, but still somewhat off:





The misinformation bit is that his square root explanation is not the actual transformation; it's something like a log1.8 transform or something. But explaning the gamma function would take too much time in a supposedly two-minute video. These two sites give a more detailed explanation:

http://ninedegreesbelow.com/photography/linear-gamma-blur-normal-blend.html

http://blog.johnnovak.net/2016/09/21/what-every-coder-should-know-about-gamma/
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gimymblert
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« Reply #213 on: February 17, 2017, 01:48:20 pm »

I have been in a search of good documentation easily digested in small chunk around this problem, which is highly technical and that everybody could benefit from, but I could only find highly technical talk who use the jargonny shortcut of their peer to explain, or very hard math notation instead of visualizing it directly.

So fire up all data you have with the simplest explanation and correction if available Smiley
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JobLeonard
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« Reply #214 on: February 17, 2017, 03:09:40 pm »

There's not much to correct, the video you linked it pretty good. But the links I gave should fill in a lot of gaps.

Of the Cambridge in Colour website, these two sub-categories are most relevant:

http://www.cambridgeincolour.com/learn-photography-concepts.htm
http://www.cambridgeincolour.com/color-management-printing.htm

Forget about the part where it's supposed to explain how to print properly; the colour management concepts explained there applies to any "pipeline" where you manipulate images.

Studying these photography concepts also help you understand modern software because most of the time, the latter uses standards based on what used to be the industry norm before modern computers; so print, TV and other CRT monitors.
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