X-Rite MSCCC ColorChecker Classic, color Rendition chart, 8.5 x 11 Inch

£9.9
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X-Rite MSCCC ColorChecker Classic, color Rendition chart, 8.5 x 11 Inch

X-Rite MSCCC ColorChecker Classic, color Rendition chart, 8.5 x 11 Inch

RRP: £99
Price: £9.9
£9.9 FREE Shipping

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During Act 3 Macbeth’s leadership style develops – he begins to murder or disgrace those who displease or threaten him and the forces that helped him come to power begin to turn against him. How many things go wrong for Macbeth in Act 3? What causes him to react the way he does and how do you think his lords feel towards him as a leader?

Set in medieval Scotland and partly based on a true historical account, Macbeth charts the bloody rise to power and tragic downfall of the warrior Macbeth. Already a successful soldier in the army of King Duncan, Macbeth is informed by Three Witches that he is to become king. As part of the same prophecy, the Witches predict that future Scottish kings will be descended not from Macbeth but from his fellow army captain, Banquo. Although initially prepared to wait for Fate to take its course, Macbeth is stung by ambition and confusion when King Duncan nominates his son Malcolm as his heir. I’ve lit an asset using the house lights (coming in from screen right) and a key light (coming in from screen left).

After pushing the highlights, midtones and shadows away from blue and toward orange/red in Apple Color I ended up with these results: So if you take your image into Photoshop, you’ll find that the result for mid-Grey will result in a value of around 95-ish. Not around the 128, 128, 128 mark (for RGB). Now, I do have a reason for 0.6 for the chrome sphere, however, I need to dig out my notes to better explain why. Once I’ve dug them out, I’ll share more info on the reason why. Or if anyone else has the knowledge, please do share your thoughts in the comments.

After reading Chapter 1 (about Color Management) and Chapter 1.5 (about ACES), you may ask yourself : where do I start ? How do I set correctly all these values ? Sometimes we struggle to balance correctly the look development of our assets between texturing, lighting or grading. For example, how strong should be our lights in a turntable ? Or how bright and saturated should our textures be ? You can see from the result that the spheres are very dark but the Macbeth is constant (due to the shader applied). We’ll fix the Macbeth shader but DO NOT change the sphere shaders. We have set them to be correctly calibrated. Let’s take charcoal as an example. Charcoal not being a pure lambertian surface, you will get some “specular” reflection at grazing angles. For artistic control in CG, we generally split diffuse and specular reflections but in real life they are just really the same. Great explanation by Thomas Mansencal. Diffuse Color or Albedo AOV ?This Grey ball used by Clear Angle Studios is very grey by the way. It’s an example of a fancy grey ball 😉 I have been wondering for a while if there was any study on the Diffuse Color/Reflection and saturation. Until I found out about the Pointer’s Gamut. Most of my data comes from this great article. script>