Difference between revisions of "User:Jenna Huntsman"

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[[Put Profile Image here.|thumb|Jenna Huntsman]]
#REDIRECT [[User:Quinn Elara]]
 
= Intro =
 
I'm a hobbyist scripter.
 
= Projects =
 
== LSL ==
 
My Marketplace Store.
 
= Code Snippets =
 
== sRGB EOTF ==
Note that when converting a colour from regular LSL space (sRGB) to linear space for use in a light, it's likely quicker and cleaner to use the internal function [[llsRGB2Linear]]. This is mostly a function that can be used for fun to manipulate the gamma space of colours.
{{LSL_Function
|mode=user
|func=srgb_eotf
|p1_type=vector|p1_name=color
|p2_type=float|p2_name=gamma
|return_type=vector
|return_value=returns the given gamma-encoded color to non-gamma-encoded (linear) color.
|func_desc=
Converts a gamma-encoded color value to linear space. Useful when dealing with lights (as these expect a non-gamma-encoded color).
|spec=<syntaxhighlight lang="lsl2">vector srgb_eotf(vector color, float gamma) //To convert from regular LSL colour to light colour, gamma value should be 2.4
{ //Conversion from gamma-encoded sRGB space to linear space. Credit: Jenna Huntsman, Christopher J. Howard
    vector low = color / 12.92;
    vector high = <llPow((color.x + 0.055)/1.055,gamma), llPow((color.y + 0.055)/1.055, gamma), llPow((color.z + 0.055)/1.055, gamma)>;
    return mix(low, high, step(<0.04045,0.04045,0.04045>, color));
}
 
float max(float x, float y)
{ //Return the higher of 2 given values.
    if( y > x ) return y;
    return x;
}
 
vector mix(vector x, vector y, vector t)
{
    vector ret;
    ret.x = x.x*(1-t.x) + y.x*t.x;
    ret.y = x.y*(1-t.y) + y.y*t.y;
    ret.z = x.z*(1-t.z) + y.z*t.z; 
    return ret;
}
 
vector step(vector edge, vector x)
{
    vector ret = <1,1,1>;
    if(x.x < edge.x) ret.x = 0;
    if(x.y < edge.y) ret.x = 0;
    if(x.z < edge.z) ret.x = 0;
    return ret;
}
</syntaxhighlight>
|examples=<syntaxhighlight lang="lsl2">
vector LampCol = <1,0.74510,0.47451>; //3200 kelvin
llSetLinkPrimitiveParamsFast(LINK_THIS,[PRIM_POINT_LIGHT,1,srgb_eotf(LampCol,2.4),1,20,0,PRIM_GLOW,ALL_SIDES,1,PRIM_COLOR,ALL_SIDES,LampCol,1,PRIM_FULLBRIGHT,ALL_SIDES,1]);
//Set light source colour and prim colour to same colour; despite taking different input values.
</syntaxhighlight>
|cat1=Examples
}}
 
 
= Random Notes =
 
I be a placeholder. At least for now.
 
{{Enote|All sections below this box are considered drafts, and may move, change name, or be deleted at any time.}}
 
= Photo Checklist Page Update =
 
This is some text. I need to do something here.
 
== Lens Settings ==
{{User:Jenna Huntsman/CameraLensPresets}}
 
=== How to calculate lens settings ===
If you don't have a ''16:9 aspect ratio'' monitor, you will want to recalculate the lens settings.
 
'''To recalculate the lens settings:'''
# Visit this website: [https://www.scantips.com/lights/fieldofview.html#top]
# Enter the desired focal length of the lens.
#* '''The desired focal length is also one of the settings we need. (Debug setting: CameraFocalLength)'''
# Scroll down, and select '''Option 1'''.
#* ''Advanced users: You may also want to change the sensor size if you are trying to match footage shot with a specific camera (e.g. a phone camera). See the following website to get some additional values: [https://www.scantips.com/lights/dof2.html#calc Sensor chart]''
# Under '''Option 1''', select the desired Aspect Ratio crop.
# Click '''Recalculate'''.
# Visit this website in a new tab or window: [https://www.omnicalculator.com/conversion/angle-converter]
# Enter the value from the first website called "Angle of View - Diagonal Degrees" in the "deg" field of the second website.
#* '''The value given in the "rad" field is the new value for your FoV (Debug setting: CameraAngle)'''.
# Back on the first website, find the value for "Angle of View - Height Degrees".
#* '''The value in this field is the new value for the [[Depth of field|DoF]] FoV (Debug setting: CameraFieldOfView)'''
 
== Lighting ==
Lighting in Second Life is just as important as your framing for your scene - it governs everything that you see; as it does in real life.
 
=== General tips ===
* When lighting a dark or night scene, instead of using dim 'white' lights, you should instead use lights with a blue cast (Approx. XXXX kelvin). This is simulating a phenomenon in the human eye, wherein perceived color gains a blue shift before losing color vision altogether. This is known as the '''[https://en.wikipedia.org/wiki/Purkinje_effect Purkinje effect]'''.
 
=== [[Environmental Enhancement Project | Environment preset]] ===
In Second Life, lighting starts with the choice of your [[Environmental Enhancement Project | Environment preset, introduced as part of EEP]]. By default, the viewer uses whichever preset the landowner has decided to use on their parcel.
 
{{KBtip|While many people play with 'flat' environment presets (e.g. CalWL), these often make for poor photography lighting. Avoid using these where possible, instead, try making use of specific ''photography presets'' for your shoots.}}
<br>
{{KBwarning|When selecting presets, endeavour to use EEP-specific (i.e. not converted from the prior WindLight system) presets, as older presets would have undergone a conversion into the new EEP Settings asset, which is not a perfect conversion.}}
 
=== In-world lighting ===
Another thing to consider is placing lights in-world. Any object in-world can be made into a light (via the Build floater > Features > Light) - Second life has 2 types of light:
* '''Point lights''' - this is the default type of light that Second Life uses. It acts similarly to a lightbulb, wherein light is cast out in all directions.
* '''Projector lights''' - these lights will emit light in a specific beam pattern, for example, a car headlamp or a flashlight.
 
In a studio setting, it's recommended to use projector lamps wherever possible to keep tight control of the lighting in your scene. It also matches real-life photography lamps, most of which are actually different forms of projector lamps.
 
The below example makes use of basic [https://en.wikipedia.org/wiki/Three-point_lighting 3 point lighting] on a plain background.
 
<div><ul>
<li style="display: inline-block;"> [[File:Example.jpg|frame|Lit with point lights only]] </li>
<li style="display: inline-block;"> [[File:Example.jpg|frame|Lit with projector lights only]] </li>
{{ColorPanel|Photo Settings|
'''General'''
* Viewer: ''Alchemy Project AgileAkita (6.5.5.1529)''
* Pose: ''loel - spring serenade 05''
* Environment Preset: ''Studio Saberhagen - Studio Dark (P)''
* ''[[User:Jenna_Huntsman/CameraLensPresets|Lens: 75mm]]''
* Advanced Lighting Model: ''Enabled''
* Depth-of-Field: ''Enabled, Aperture 2.0''
'''Viewer-Specific'''
* Tonemapper: ''Uncharted, Exposure 2.4''
* LUT: ''LUT Test33 v44.cube''
}}
</ul>
</div>
 
'''Hovever''', a mixture of Point and Projector lamps is generally the best way to light most scenes.
 
(Photos here, Ambient only, Point only, Projector only, Mixed)
 
<div><ul>
<li style="display: inline-block;"> [[File:LightingSample-AmbientOnlyV2.png|thumb|Lit with ambient light only.]] </li>
<li style="display: inline-block;"> [[File:LightingSample-PointsOnly.png|thumb|Lit with point lights only.]] </li>
<li style="display: inline-block;"> [[File:LightingSample-PointOnly.png|thumb|Lit with projector lights only.]] </li>
<li style="display: inline-block;"> [[File:LightingSample-Mixed.png|thumb|Lit with a mix of point and projector lights.]] </li>
{{ColorPanel|background=#FFD39A
|bordercolor=#ffc000
|Photo Settings|
'''General'''
* Viewer: ''Alchemy Project AgileAkita (6.5.5.1529)''
* Pose: ''loel - spring serenade 05''
* Environment Preset: ''Studio Saberhagen - Studio Dark (P)''
* ''[[User:Jenna_Huntsman/CameraLensPresets|Lens: 75mm]]''
* Advanced Lighting Model: ''Enabled''
* Depth-of-Field: ''Enabled, Aperture 1.4''
'''Viewer-Specific'''
* Tonemapper: ''Uchimura, Exposure 1.0''
* LUT: ''LUT Test33 v44.cube''
}}
</ul>
</div>

Latest revision as of 03:31, 8 October 2024

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