Difference between revisions of "User:Jenna Huntsman"

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{{#vardefine:color5|3e3e3e}}{{#vardefine:Resident|Jenna Huntsman}}{{SL-hCard/2.0|name={{#var:Resident}}
#REDIRECT [[User:Quinn Elara]]
|fontsize1=80%
|color1=93a9d5
|color2=3e3e3e
|color3=f8f9fa
|width=400px
|image_width=380px
|image=LightingSample-PointsOnly.png
|rezday=09/23/2009
|rezdayISO=2009-09-23
|about=I'm a hobbyist.
|fields={{SL-hCard/field|Achievements|
* Spends too much of her free time updating wiki articles.
|5={{#var:color5}}
}}{{SL-hCard/field|Links|
* [https://my.secondlife.com/jenna.huntsman my Second Life profile]
* [https://marketplace.secondlife.com/stores/44354 my Second Life Marketplace store]}}
<center>
{{ColorPanel|background=#FFF
|bordercolor=#93a9d5
|Find me on...|
[[File:SL_Marketplace_logo_180_pixels_wide.jpg|180px|link=https://marketplace.secondlife.com/stores/44354]]
}}
</center>
}}
 
= Intro =
 
I'm a hobbyist scripter.
 
= Projects =
 
== LSL ==
 
=== 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.
 
= Jenna's Camera Settings =
 
Archive of my current viewer camera position, because I forget a lot.
 
{| class="mw-collapsible mw-collapsed wikitable"
! colspan="2" style="background-color:#ffffaa"| [[User:Jenna Huntsman| Jenna Huntsman]]'s Camera Settings &nbsp;
|-
! scope="col" style="background-color:#A7C1F2"| Debug Setting
! scope="col" style="background-color:#A7C1F2"| Value
|-
| CameraOffsetRearView || '''X:''' -3.0 '''Y:''' -1.0 '''Z:''' -0.5
|-
| FocusOffsetRearView || '''X:''' 3.0 '''Y:''' -1.0 '''Z:''' 0.25
|}
 
{{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.
 
== Viewer Setup ==
 
=== 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 Settings|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'''.
# 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 Settings|Debug setting]]: CameraFieldOfView)'''
# 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 - Width Degrees" in the "deg" field of the second website.
#* '''The value given in the "rad" field is the new value for your FoV ([[Debug Settings|Debug setting]]: CameraAngle)'''.
 
==== Tilt-Shift effect ====
 
[https://en.wikipedia.org/wiki/Tilt%E2%80%93shift_photography Tilt-shift photography] is popularly used for simulating miniature scenes. Try these settings:
 
A tilt shift lens differs from a conventional lens as the size of the projected image circle is much larger than the sensor it has to cover, whereas a conventional lens will usually only just cover the size of the sensor itself.
 
In Second Life, you can simulate a tilt-shift lens by manipulating the '''CameraFieldOfView''' [[Debug Settings|debug setting]]. This setting essentially controls the size of the simulated image circle,
 
Try the below settings - these use a ''4* modifier'' to the '''CameraFieldOfView''' value.
 
{| class="mw-collapsible mw-collapsed wikitable"
! colspan="2" style="background-color:#ffffaa"| 31 mm (''Tilt shift'') &nbsp;
|-
! scope="col" style="background-color:#A7C1F2"| [[Debug Settings|Debug Setting]]
! scope="col" style="background-color:#A7C1F2"| Value
|-
| CameraAngle || 1.287
|-
| CameraFieldOfView || 143.92
|-
| CameraFocalLength || 31
|-
| CameraMaxCoF || 29.0
|}
 
As always, you can manipulate the blur level of the effect by changing the aperture ('''CameraFNumber''').
 
You can also use a different modifier value to reduce the level of the effect. In the below table, you can see how the modifier is applied between 1* and 4*
 
{| class="mw-collapsible mw-collapsed wikitable"
! colspan="2" style="background-color:#ffffaa"| Tilt-shift modifiers (''31mm'') &nbsp;
|-
! scope="col" style="background-color:#A7C1F2"| Multiplier
! scope="col" style="background-color:#A7C1F2"| '''CameraFieldOfView''' value
|-
| 1* (''Conventional lens'') || 35.98
|-
| 2* || 71.96
|-
| 3* || 107.94
|-
| 4* || 143.92
|}
 
=== Glow ===
In Second Life, objects have a separate glow parameter. This can be used to create the visual effect of something being self-luminant (i.e. a light source), but can also be used to add a realistic bloom effect to areas on shiny objects (i.e. hotspots).
 
{| class="mw-collapsible mw-collapsed wikitable"
! colspan="2" style="background-color:#ffffaa"| [[User:Jenna Huntsman| Jenna Huntsman]]'s Glow Settings &nbsp;
|-
! scope="col" style="background-color:#A7C1F2"| Debug Setting
! scope="col" style="background-color:#A7C1F2"| Value
|-
| RenderGlow || TRUE
|-
| RenderGlowIterations || 3
|-
| RenderGlowLumWeights || '''X:''' 0.3 '''Y:''' 0.6 '''Z:''' 0.1
|-
| RenderGlowMaxExtractAlpha || 0.04
|-
| RenderGlowMinLuminance || 1
|-
| RenderGlowResolutionPow || 10
|-
| RenderGlowStrength || 0.330
|-
| RenderGlowWarmthAmount || 0.25
|-
| RenderGlowWarmthWeights || '''X:''' 1 '''Y:''' 0.5 '''Z:''' 0.7
|-
| RenderGlowWidth || 1.3
|}
 
== Scene Setup ==
 
=== Lighting ===
<br>
{{KBtip| The Second Life Knowledge Base has a great article explaining the core basics around Second Life's lighting system, albeit a little outdated. [https://community.secondlife.com/knowledgebase/english/lighting-and-shadows-r331/ See here]}}
<br>
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.
 
Second Life has 4 types of light:
* '''Ambient light''' - this is the light which is applied across the entire scene, and ''does not'' cast shadows.
* '''Sun / Moon light''' - this is the light that is emitted from the sun or moon, when present. This ''does'' cast shadows.
* '''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.
 
==== General tips ====
* The '''white point''' (<code>''<255,255,255>''</code>) of color in Second Life is actually a "cool white" (equivalent to [https://en.wikipedia.org/wiki/Kelvin#Colour_temperature <code>6504</code> kelvin]), following a specification called [https://en.wikipedia.org/wiki/Illuminant_D65 CIE Illuminant D65].
* When lighting a dark or night scene, instead of using dim 'white' lights, you should instead use lights with a blue cast (Approx. [https://en.wikipedia.org/wiki/Kelvin#Colour_temperature <code>~9000</code> ('''TODO: Double check this value''') 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.
 
Your selection of Environment Preset governs 2 types of light that are present in Second Life - '''Ambient''' and '''Sun / Moon''' light.
* '''Ambient''' light can be changed via the Environment Editor > Atmosphere & Lighting > Ambient Color. Note that '''Ambient''' light is also attenuated by the ''Cloud coverage'' (Environment Editor > Clouds > Cloud Coverage) value - the higher the coverage, the more ambient light there is.
* '''Sun / Moon''' light can be changed via the Environment Editor > Sun & Moon > Color.
 
{{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.}}
{{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 [[Environmental_Enhancement_Project#EEP_Settings_Objects|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 either a '''point''' or '''projector''' light (via the Build floater > Features > Light).
 
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.
 
<center><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>
</center>
 
'''Hovever''', a mixture of Point and Projector lamps is generally the best way to light most scenes.
 
<center><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'''
* [[Downloads#Active_Full_Viewers|Viewer: ''Alchemy Project AgileAkita (6.5.5.1529)'']]
* [[Animation|Pose]]: ''loel - spring serenade 05'' - '''TODO: Add link to vendor'''
* [[Environmental Enhancement Project#EEP_Settings_Object|Environment Preset]]: [[Placeholder|''Studio Saberhagen - Studio Dark (P)'']] - '''TODO: Add MP link to photo presets, when available.'''
* [[User:Jenna_Huntsman/CameraLensPresets|Lens:]]'' 75mm''
* Advanced Lighting Model: ''Enabled''
* [https://community.secondlife.com/knowledgebase/english/lighting-and-shadows-r331/#Shadow_settings Shadows]: ''Disabled''
* [[Depth of field|Depth-of-Field]]: ''Enabled, {{HoverText|Aperture|CameraFNumber}} 1.4''
'''Viewer-Specific'''
* [https://en.wikipedia.org/wiki/Tone_mapping Tonemapper]: ''Uchimura, Exposure 1.0''
* [https://en.wikipedia.org/wiki/3D_lookup_table LUT]: ''LUT Test33 v44.cube''
'''Post-Processing'''
* None.
<!--
The above post-processing section should list the software used (e.g. GIMP, Photoshop) and any effects applied to the image (e.g. Curves, Exposure correction).
-->
}}
</ul>
</div>
</center>
 
=== [https://en.wikipedia.org/wiki/Chroma_key Chroma Key] ===
 
If you're taking photos which you intend to remove the background on, you may wish to use a '''Green or a Blue screen'''. This makes use of a technique called [https://en.wikipedia.org/wiki/Chroma_key Chroma Keying], and is used by many photographers and videographers alike to provide fast and easy background removal.
 
For reference, the 4 industry-standard colors used for chroma keys are as follows:
{| class="wikitable"
!colspan="4"|[https://clipchamp.com/en/blog/chroma-key/ Standard Chroma Keys]
|- style="vertical-align:top;"
| style="height:100px; width:100px; background: #00b140;" |
| style="height:100px; width:100px; background: #0047bb;" |
| style="height:100px; width:100px; background: #00FF00;" |
| style="height:100px; width:100px; background: #0000FF;" |
|- style="vertical-align:middle; text-align:center;"
| style="height:50px; width:100px;" | ''<0,177,64>''
| style="height:50px; width:100px;" | ''<0,71,187>''
| style="height:50px; width:100px;" | ''<0,255,0>''
| style="height:50px; width:100px;" | ''<0,0,255>''
|- style="vertical-align:bottom; text-align:center;"
| style="height:50px; width:100px; vertical-align:middle;" | Chroma Green
| style="height:50px; width:100px; vertical-align:middle;" | Chroma Blue
| style="height:50px; width:100px; vertical-align:middle;" | Digital Green
| style="height:50px; width:100px; vertical-align:middle;" | Digital Blue
|}
Of the above, it is much more common to see the "Chroma" colors than the "Digital" ones, so it is recommended to try setting up with one of the "Chroma" colors first. (If the key fails, go back and try one of the "Digital" colors).
 
{{KBtip| When setting up your keying surface, always '''enable Full-Bright''' to make sure that the color is consistent across the entire surface, and that it is not affected by your scene lighting.}}
 
{{KBwarning|When setting up a shot for chroma keying, make sure to '''disable [[Depth of field]]''' to avoid any loss of definition around the edges of your subject.}}
 
= EEP =
== Clouds ==
Texture:
* It seems that the 3 colour channels are all evaluated, but it is unclear how each is used.
* It is <i>possible</i> that the colour channels are used to store multiple cloud maps, meaning you can store a different cloud map in each channel to simulate changing weather (Clear > Light clouds > Heavy clouds)
Settings:
* <b>Cloud Variance</b> <i> seems</i> to be a focus modifier, however causes the map to distort a lot, resulting in poor looking clouds. Best left at 0.5.
* <b>Cloud Scroll</b> controls the (rolling) transform applied to the Cloud Density map.
* <b>Cloud Density</b> is the base cloud map - It contains very little detail, but will control where clouds are placed and how they move. X and Y will vary the size and frequency, D is a density modifier (Higher = heavier / thicker clouds).
* <b>Cloud Detail</b> will add texture to the cloud density map. X and Y are basic transform controls, and D <i>seems</i> to attenuate the blend amount.

Latest revision as of 03:31, 8 October 2024

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