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Download print resolution table based on distance (English)

Downloads, Others

Today I will explain a topic that many times caused confusion when deciding what size to make a render when we need to cover a large surface area. Everything came up when I needed a large render «How to create a large render» for an advertising area.

We know that to print A4 folio in good quality has to be 300 or 400 dpi (2480 × 3508 px); We think that if we need to cover an area more extensive than the dpi must continue to preserve the visual quality of the Image, but not so, it all depends on the distance.

That is, the more distance there is between the area to be covered and the viewer the less dpi needed, while for an A4 sheet to be viewed at a reading distance of about 25 cms, 300 dpi is needed. For a billboard that will be at a distance of approximately 16 meters, only 5 dpi is needed.

Next I show a table that I found and that shows the dpi that is needed according to the distance to which it will be seen, keep in mind that this table is only a reference if you can ask to your printing press and that tells you to which resolution they print it already Which will depend on the machine they use and the material on which they print.

Viewing distanceMaximum resolution appreciated by the human eye
8in381 dpi
10in305 dpi
12in254 dpi
1ft 3in191 dpi
1ft 7in152 dpi
1ft 11in127 dpi
2ft 3in109dpi
2ft 7in95 dpi
2ft 11in85 dpi
3ft 3.3in76 dpi
3ft 11in64 dpi
4ft 7in54 dpi
5ft 10in42 dpi
6ft 6.7in38 dpi
8ft 2.4in30 dpi
9ft 10in25 dpi
3yd 2ft22 dpi
4yd 1ft19 dpi
4yd 2.7ft17 dpi
5yd 1ft15 dpi
6yd14 dpi
6,56yd13 dpi
8,75yd10 dpi
10,94yd8 dpi
13,12yd6 dpi
15,3yd5 dpi
17,5yd5 dpi

So if you have to do a photo or render of 10,94 X 3,28yd and that is going to see at a distance of 3.28 yd, according to the table you need 25 dpi, es decir:

10,94yd = 393.7in
3,28yd = 118.11in
393.7in X 25 dpi = 9842,5
118.11in X 25 dpi = 2952,7

To cover 10,93 X 3,28yd at a distance of 3,28yd you need an image of 9843 X 2953 pixels
Here the button if you want to download this table in pdf:


21 abril, 2017/0 Comentarios/por Giancr
https://giancr.com/wp-content/uploads/2017/04/tabla_de_resoluciones.jpg 540 960 Giancr https://giancr.com/wp-content/uploads/2021/05/logo-Giancr.png Giancr2017-04-21 16:15:172021-09-07 18:03:44Download print resolution table based on distance (English)

Focus image with the method «Getty images» (English)

Sin categorizar, Tutorials

Please all full or partial copies of this tutorial on other websites, digital or printed form without permission is prohibited. You can put a direct link to this webedes poner un enlace que dirija a esta web

Getty Images is one of the most important US companies that distributes all kinds of multimedia file for graphic, advertising and business sector.
Among its various companies has several specialized websites selling images consists of freelancers and professionals who sell their photographs obtaining important income.
To sell Getty, it requires a minimum of quality in photographs, for it give advice to its members for photos meet the requirements that the company asks, one of the requirements demanded is that the photos are sharp where required without trepidations, there is counseling the method I explain below:
This is the photo I used for this tutorial:

metodo_getty_images-01

First of all duplicate the layer so you will verify the before and after.

1. Spend the photo to Lab

Image > Mode > Lab Color

metodo_getty_images-05_EN

 

2. Despeckle filter passes

In the window channel, the channels that we are Luminosity, A and B.
Select channel A (the picture changes to gray) and apply Filter > Noise > Despeckle.

metodo_getty_images-04_EN

 

Do the same with the channel B
In this step we are applying a small blur to channels A and B reducing color noise leaving intact the Lightness channel.

3. Spend the photo to RGB

Image > Mode > RGB Color

metodo_getty_images-03_EN

4. Pass the Unsharp Mask filter

Channels in the window selects the R channel and apply Filter > Sharpen > Unsharp Mask…

metodo_getty_images-02_EN

in the Unsharp Mask window puts the values shown in the image.

metodo_getty_images-06_EN

Repeat with the channel G.
Channel B (blue) it does not apply this filter as if it were applied appear unwanted noise, it said the Blue channel is the channel more noise has, although several photographers have shown that it is not, or at least not always so. But as we are following the Getty method to this channel will not apply any filters.

We have set the focus and can compare the original (left) with the retouched photo (right).

metodo_getty_images-07

5. Download Photoshop action

If you have to do this process for a single photo is fine but if it is for hundreds of pictures is best to have an Action for Photoshop, the action will make all steps for a single file or a batch of files in «Download Actions for Photoshop Methods Focus images «you not only will download the action «Getty images» but also others that have already been published.
As always thanks for following this tutorial and if you like please help me to share 🙂
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29 mayo, 2016/2 Comentarios/por Giancr
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Importing illustrator file into 3ds max (English)

Tutorials
Importar illustrator a 3ds max

Please all full or partial copies of this tutorial on other websites, digital or printed form without permission is prohibited. You can put a direct link to this webedes poner un enlace que dirija a esta web

In our beginnings with 3d few times we wanted to import a vector to 3ds max and we have been unable to do so because the message «line in file exceeds 255 characters» or «Improper file format«, although in the 3Dmax can create splines it is easier to do the strokes in a vector program and export them in Adobe Illustrator.

From Adobe Illustrator

If the design or logo you’re doing leads typography, fonts have to be converted to outline. The picture shows the logo of google made with typography, select it and click right mouse select Create Outlines, this option also find it on the menu: Type > Create Outlines or the combination of Shift + Ctrl + O
Remember that everything is text have to convert it to outlines because max does not recognize illustrator typography.

illustrator file into 3ds

 

Now save it with version 8, this is important because max does not recognize later, even to make sure it finds no version compatibility issues you can save with version 3. This is especially with regard to illustrator, see below and import it into 3ds max.

importar_illustrator_a_3dsmax_-02

 

From Corel Draw

In this example I have the logo of google made with typography, the same happens to users illustrator, if the design is typography, convert all that is typography curves, but we will now, we’re going to export it :

importar_illustrator_a_3dsmax_-03

 

We export our vector design in the window that appears select Illustrator 8 and as our design takes typography export text as curves, even to make sure it finds no version compatibility issues you can save with version 3. This is especially with regard Corel Draw, below we will see how to import it in 3ds max and the options it offers.

importar_illustrator_a_3dsmax_-04

 

Import the vector Adobe Illustrator (* .ai) into 3ds max

To import into 3ds max choose the * .ai you saved and we see a window like the image below, the first option «Merge objects with current scene» gives us the layout matter in our current scene, while the second option «Completely remplace current scene.» choose to import the path to a new scene.

importar_illustrator_a_3dsmax_05

 

After choosing one of two options, another window appears:

importar_illustrator_a_3dsmax_06

 

This window offers two other options shown below:

Simgle Object

The vector now in 3ds max is a Editable Spline is placed in our scene as a single object, but also, if desired, can be separated into the individual objects with Detach tool.

importar_illustrator_a_3dsmax_07

 

Multiple Object

This option is also an Editable Spline but each line is an independent object, but if you want you can make them a single object by selecting each with Attach or Attach Mult. tool.

importar_illustrator_a_3dsmax_08

 

Caution

When you make your design Vector careful not to stroke and fill at once, but to import it into 3ds max have two overlapping Editable Splines.

importar_illustrator_a_3dsmax_09

 

Thank you very much for your attention and I hope you can share in a social network, greetings and see you soon 🙂
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13 febrero, 2016/0 Comentarios/por Giancr
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Add HDRi as bakcground image (English)

Tutorials
Render Final de Imagen de fondo

Please all full or partial copies of this tutorial on other websites, digital or printed form without permission is prohibited. You can put a direct link to this webedes poner un enlace que dirija a esta web

If we use a HDRi as background image must be of good quality (good resolution in pixels) and put the camera in the correct position for the models that are in the scene look as if they really were on the floor.
The steps are:

1. Load the HDRi in a slot

Create a map VRayHDRi

HDRi as bakcground

Load at him HDRi high resolution

Carga en él el HDRi de alta resolución
Change the map type to Spherical

Cambia el tipo de mapa a Spherical

2. VRayHDRI in Environment Map

Drag VRayHDRI to the Environment Map

VRayHDRi en Environment Map

3. Camera Location

Create VRayPhysicalCamera on the scene and put in the coordinates 0, 0, 0

Ubicación de la Cámara

4. Display the HDRi in Viewport

If you like this post and want to continue reading the other steps of the tutorial, please click on one of the buttons of social networks (facebook, twitter or google+) to show hidden content:

Thank you 🙂

At the Viewport menu, go to Viewport Background > Background Environment, will be displayed in the viewport the image of HDRi

Visualizar el HDRi en el Viewport

View from VRayPhysicalCamera

Visualiza desde la VRayPhysicalCamera

Please note that from now to change the angle of vision so you just move the VRayCamera.Target, the camera must always be in X: 0cm, Y: 0cm and Z: 120cm.

5. Proper camera position

Creates models on the scene

Correcta posición de la cámara

Select the camera and change its position Z to 122cms. This measurement is the exact position of the SLR camera from which the photos were taken to create the HDR.

Selecciona la cámara y cambia su posición Z

6. Flooring and lighting LightDome

I added a LightDome on the scene and has the same texture as the HDRi Environment.

Suelo y iluminación LightDome

I also added a flat floor, and put the following material is to only see the shadows of the models.

un plano que hace de suelo

7. Final Render

The correct location of the models on the floor looks.

Render Final de Imagen de fondo

If you have any questions please leave a comment
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9 septiembre, 2014/1 Comentario/por Giancr
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Convert 3ds standard camera or perspective view to VRay Physical Camera (English)

Tutorials
Convertir perspectiva en cámara VRay

perspective view to VRay Physical Camera
I’m sure a lot has happened to us that we have the desired view from our scene and we realize that we are not in a VRay camera and want to move from the current view that we have(either from the perspective view or from a standard camera 3ds) to VRay Physical Camera, converting is very easy:

  • If you are in a standard 3ds Max camera with nothing selected press the P key on the keyboard, that will change the perspective view.
  • Now you’re in the perspective view creates a VRay camera anywhere in the scene, to create it will be selected, now press Ctrl + C on the keyboard, the latter will move the VRay selected camera to the position you currently see in perspective and adjust the parameters the Physical Camera to make it look like or actually very similar to the view perspective.

Summary: Change of the standard 3ds camera to perspective view using P creates a Physical Camera and press Ctrl + C.

It was easy right? I hope you have served. And if you have any questions do not hesitate to ask me leaving a comment.
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1 septiembre, 2014/1 Comentario/por Giancr
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Make sharp shadows with HDR (English)

Sin categorizar, Tutorials

One advantage of the HDRi is good lighting that gives the scene and makes it more realistic, but also one of the drawbacks is making sharp shadows.

Please all full or partial copies of this tutorial on other websites, digital or printed form without permission is prohibited. You can put a direct link to this webedes poner un enlace que dirija a esta web


The method we used when we have a HDRi lighting the scene and we want to make sharp shadows, is to create an additional light to help make these shadows defined.

INVERSE GAMMA

In VRay to do this without adding additional light is decreasing the value of gamma. When you load the HDRi in the Material Editor, the end within the group parameters, is the Inverse gama.
A value of 0.75 to 1.0 is recommended.

sharp shadows with HDR

COMPARE VALUES OF INVERSE GAMMA

Then you will see how decreasing the Inverse gamma can refine the quality of the shadow.

Inverse gamma comparison

A value of 0.75 is recommended.

IMPORTANT FACTORS TO SHARP SHADOWS

Not all HDR produce sharp shadows, two important factors must be met:

INTENSE LIGHT SOURCE

A scenario where clearly see the center of the sun have to do sharp shadows.

HDR con fuente lumínica intenza

PROPER CATCH HDRI

A sunny HDRi must be properly captured (EV), to cast shadows.

12 EV HDR

I hope this tutorial has been helpful.
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25 junio, 2014/0 Comentarios/por Giancr
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How to extend the depth of field of your pictures (English)

Tutorials

With this tutorial you will learn to remove those images from your areas of focus, ie areas where your image is blurred or commonly known in photography as those areas because of the depth of field (DOF) are out of focus.

depth of field

Please all full or partial copies of this tutorial on other websites, digital or printed form without permission is prohibited. You can put a direct link to this webedes poner un enlace que dirija a esta web

This technique is also known as bracketing Focus, Focus Stacking or Focus Blending.

Although this site is aimed at 3d programs (CGI), this tutorial can be applied very well if you want to do with your SLR camera and take pictures extending the depth of field, especially in those photos where you have to get so close to the object to be photographed.

If you want to apply to 3d renders starts from step 1-A, but if you do it with your SLR camera starts from step 1-B; Step 2 onwards is the same for both cases.

1-A.- Focus Bracketing from your 3d program

There renderers by default rendered without depth of field (everything in focus) and this is an advantage, but others as well simulate real life in the handling of light and cameras make believe when rendering depth of field . In some cases not interested in this depth of field and so the first thing to do is a sequence renders shifting the focus (target distance) in the camera, or do not change the position or rotation of the camera.
Depending on your scene and you want to come out focused have to do 3, 4, 5 etc render.
For example: I have this view side scene with 6 objects

3d scene with objects lined up one behind the other

3d scene with objects lined up one behind the other

and I want a final image with objects 2, 3, 4 and 5 focused, as the target of the camera is in order 2 to do I get focused only render the object 2 and blurred the rest.

Render with focus on object 02

Render with focus on object 02

Save this render as objeto02.jpg because then you’ll use it, change the values of the target to be in the object 3, you have a render and save as objeto03.jpg returns to change the values of the target to match the object 4 render and save (objeto04.jpg) and finally changes the values of the target to the object 5, has a render and save (objeto05.jpg).

In total you should have 4 images, remember that the more renders and make distances shorter target extending the DOF will be more accurate.
Download the renders to follow this tutorial and continues in step 2.

1-B.- Bracketing Focus desde tu cámara Reflex

It is advisable to have your camera set on a tripod fits all objects, it is recommended that all photos have the same shutter speed, aperture and iso.

You need to make several pictures with different approaches, for example I have the following composition in row 6 objects over closer and other spaced away, which I want are to focus from 2 to 5 (for this tutorial the object closer the camera is 1 and moreover 6)

Camera objects aligned one after the other

Camera objects aligned one after the other

approach each object can do automatically (if your camera allows it) or manually, just remember to change the focus, do not change neither the position nor the camera rotation begins to focus the object 2 Take a picture, then focusing the third object make him another photo, each object continues until 5. remember you do not have to change the shutter speed or aperture, or ISO.

Focus on object 2

Focus on object 2

In total you should have 4 images, transfer them to the computer and rename them (objeto02.jpg, objeto03.jpg, etc). Download photos for this tutorial and continues in step 2

2.- Upload images

Now what you need to do is stack of 4 images for this we will use Photoshop, this step is valid for other programs, but we do it in Photoshop as the editor best known images (in the end you’ll find a list of more programs that extending the DOF).
Open Photoshop and click on File > Scripts > Loads Files into Stack… menu, a new window opens, click the Browse button … looking 4 images, select them all and Accept.
In the same window brand Attempt To Automatically Align Source Images for the program to make necessary modifications to the respective (move, rotate, etc..) In the 4 pictures that fit perfectly for one over the other as it had been some movement between the box one image to another, whether your images come from 3d renders do not need to check this option.
Hit the OK button, the photoshop starts the process of putting the 6 images in layers one above the other.

cargar-capas

3.- Stacking Focus

Now comes the stacking approach, select the 4 layers

capas-cargadas

go to Edit > Auto-Blend Layers… in the window that appears, select choose Stacking images and consistent color tones, this will make your pictures have the same shade of color, give OK.

fusionaar-capas-automaticamente

Photoshop begins the melting process which takes very little. The end result photoshop creates a mask for each layer of each layer revealing his opinion just what is in focus.

capas-fusionadas

As a final result the objects 2, 3, 4 and 5 are focused:
imagen-final-600x594-del-tutorial-amplia-la-profundidad-de-campo-de-tus-imagenes

Additional notes

In step 2, if the Photoshop already open 4 images in individual windows on the Load Layers window can give the button Add open files and so they are automatically loaded into the window (it will load all the images in the windows that then have open).

If you want to expand your knowledge of the operation of the camera either Reflex or 3D cameras in the tutorial Parameters of cameras and photographic settings explained in more detail each of its major functions such as shutter speed, aperture, focal length, ISO, depth of field, and many tips explained with photos and diagrams.

Besides this focus bracketing technique, other techniques such as exposure bracketing used to create HDR images and Tonemapping in tutorial What is HDRi? and What is LDRI? I extend much more about this technique and its use to create images with high dynamic range.

Tips for users of 3D programs

In step 1-A instead of manually doing the render you can also make an animation with the target, ie every frame put the target with its modified value and rendering animation and every frame is saved as an image sequence. For example if I want renders focused object 2, 3, 4 and 5, at frame 0 put the target match the object 2, frame 1, the target match the object 3, frame 2 I put the target in the object 4, and frame 3 with target object 5, do the render animation from frame 0 to frame 3 and render the image of each frame is independent store, so I have 4 images saved at a stretch.

Tips for users of Photography

In step 1-B instead of making the focus manually there are programs in which you connect your camera to your computer via USB (on the computer you will see the frame of your camera type Live View), will you state from where and to where you want it done focus, then you put the amount of intermediate photos you want and voila, you shoot and the program does the sequence of photos focusing as you indicated. At the end of the tutorial I show a list of programs that do this process.

Here I show you a gallery with images from this tutorial and others as an example as well as some of the programs that make the series of photos automatically

Amplia-la-profundidad-de-campo-de-tus-imagenes

Focused from object 2 to 5

amplia-la-profundidad-de-campo_-secuencia-ejemplo-2

8 images blurred

amplia-la-profundidad-de-campo_ejemplo-2

Focus of 8 images

Download another sequence of images for this tutorial.

REFERENCES

CombineZP (free)
Enfuse (free)
Helicon Focus (payment)
Photoshop CS5+ (payment)
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2 junio, 2014/0 Comentarios/por Giancr
https://giancr.com/wp-content/uploads/2014/05/imagen-final-600x594-del-tutorial-amplia-la-profundidad-de-campo-de-tus-imagenes.jpg 594 600 Giancr https://giancr.com/wp-content/uploads/2021/05/logo-Giancr.png Giancr2014-06-02 15:44:572021-09-07 18:15:28How to extend the depth of field of your pictures (English)

Parameters of the cameras and photographic settings (English)

Sin categorizar, Tutorials, Uncategorized
Camera resting

In this tutorial I will explain the fundamental concepts and most important regarding the handling of the camera, this tutorial is applied to programs 3d cameras and cameras in real life (SLR), 3d cameras render engines try to simulate the reflex in handling. Although each application 3d sometimes renames some parameter (F-STOP = f / number) the use and concept are the same.

Please all full or partial copies of this tutorial on other websites, digital or printed form without permission is prohibited. You can put a direct link to this webedes poner un enlace que dirija a esta web

I will begin by telling you that just as in real life there is no 2 cameras of different brands with the same settings make identical pictures because each camera has its own calculations to interpret the capture of a single image (color, sharpness, lighting, etc.), in the 3d programs, there not two rendering engine that renders like a scene, because each engine has its own algorithms to render a scene.

Note that the result of an image depends on the control of various parameters and the modification of one influences the other, for example to correct exposure, sharpness, depth of field, etc. depends in turn change the focal length, the aperture, shutter speed and ISO.

Camera resting

Camera resting

Focal length

Is the distance from the optical center of the lens to the focal point of the lens or mirror of the camera.
These measures make a lens has greater or less breadth of vision, short values such as 10mm or less are called lens «Fish eye» which have a wide field of view and serves very well if you want to panoramic landscapes or in places where there is not much movement space, with this type of lens in a 3d scene Might capture the whole scene of 180 º or 360 º single render; higher values as 150mm or more will telephoto, this lens will have a reduced field vision but you will see distant objects closer.

Comparison of the focal length in millimeters of the objectives

Comparison of the focal length in millimeters of the objectives

Aperture (F-Stop = f / number)

In SLR cameras, the diaphragm is located as sheets inside the lens and are responsible for controlling the amount of light that passes right through the lens. These blades are opened and closed by forming a hole that passes more or less light into the camera. The diaphragm to control it manually you have the option of going gradually increasing the opening or diminishes it, this gradual control is rendered with values ranging accompanied by the symbol f. So we have commonly the diaphragm has openings with values ranging from f/2.8 to f/22, on some targets may have also f/1 and / or f/32.
The move from one value to another is called Step or EV, between steps there are also intermediate values such as between f/8 and f/11 are the f/9 y f/10, in 3d cameras can put even more numbers f accurate as f/8.08, f/8.1, f/8.156, etc.

Table of values f and intermediate steps

Table of values f and intermediate steps

Increase the aperture is the same as saying you have to reduce the values f for more light to enter and close the diaphragm is the same as saying you have to increase the values of f so less light, such a value f/22 indicates that the diaphragm is closed enough so it will get a little light and f/2.8 aperture value is quite open so it will get more light.

Remember to close the diaphragm equals higher values f therefore less light enters and opening the aperture is equal to low values f therefore more light entering.

Aperture openings

Aperture openings

Shutter speed

It is the time that elapses from entering the light until it reaches the sensor, the sensor is the chip where the light coming through the lens falls and is responsible for capturing the image. In the 3d programs as there is no real light either shutter, this speed and image capture is done by algorithmic calculations.

Instant when the light strikes the sensor

Moment when the light enters the chamber and passes through the diaphragm into the sensor, the shutter controls the time the sensor is exposed to light

Shutter speeds commonly cameras is 1/2000 to 30″ through 1/1000, 1/500, 1/250 … 1/60 … 4″, 8″, 15″, most modern SLRs speed increases to 1/4000 and/or 1/8000.

Shutter speeds

Shutter speeds

We can say that the change from one value to another is known as Step or EV, ie for example the change of 1/8 to 1/15 is 1 Step (1 EV) or 2″ to 15″ are 3 Steps (3 EV ). There are also intermediate values between Paso and Paso for example between 1/2 and 1″ is the 1/1.6 and 1/1.3, this rendering engine is more accurate because it allows you to manually set values more accurately for example 2, 1.75, 1.6 , 1.52, 1.3, etc., where 2 is 1/2.

Table of shutter speeds and intermediate steps

Table of shutter speeds and intermediate steps

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24 marzo, 2014/4 Comentarios/por Giancr
https://giancr.com/wp-content/uploads/2013/03/camera-resting.jpg 650 940 Giancr https://giancr.com/wp-content/uploads/2021/05/logo-Giancr.png Giancr2014-03-24 13:53:442021-09-07 18:16:13Parameters of the cameras and photographic settings (English)

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