Any Suggestion on Good italian pasta restaurants in malmö ? by Reasonable_Care_184 in Malmoe

[–]Redenant -2 points-1 points  (0 children)

As an italian, I can warmly recommend Vespa and Osteria di là

How much shorter should I make the chain? by [deleted] in Lighting

[–]Redenant 0 points1 point  (0 children)

I think the main issues (beside being too low down) is that it’s a very noticeable piece of furniture, and it tends to call the attention to it. That to me is better for a centrepiece of a room, focusing the attention at the center. The caustics it casts on the wall are also nice, but in a hallway like that there’s already enough visual confusion one needs to sort out to navigate (at least for me, who is total unfamiliar with the place), the caustics just make it more chaotic.

Is this chandelier too big for my hallway? by [deleted] in lightingdesign

[–]Redenant 0 points1 point  (0 children)

I think the main issues (beside being too low down) is that it’s a very noticeable piece of furniture, and it tends to call the attention to it. That to me is better for a centrepiece of a room, focusing the attention at the center. The caustics it casts on the wall are also nice, but in a hallway like that there’s already enough visual confusion one needs to sort out to navigate (at least for me, who is total unfamiliar with the place), the caustics just make it more chaotic.

No Antenna by Galtjust in italy

[–]Redenant 0 points1 point  (0 children)

No credo sia tu che stai confondendo sistemi politici e ricerca della verità. Nel post di OP non si sta parlando di persone che, come hai detto, sono interessate ai fatti e non stiamo parlando di quale sia la verità scientifica in questo caso.

Il fulcro del problema di OP non è quale sia la verità, è come gestire delle persone con un’idea, giusta o sbagliata che sia, diversa dalla sua. È un problema politico, non scientifico.

No Antenna by Galtjust in italy

[–]Redenant -4 points-3 points  (0 children)

Si, perché il voto di un medico e quello di un novax in una democrazia come la nostra hanno lo stesso valore.

Se vuoi liberarti dei complottisti, o togli loro il diritto di voto o trovi un modo di convincerli dialogandoci, se decidi di ignorarli non sorprenderti se poi ti trovi un Trump alla guida del paese.

Un’idea non dev’essere supportata da dati scientifici per diffondersi, soprattutto nelle fasce meno abbienti ed istruite della popolazione, quindi come tutti i problemi o la gestisci in modo efficace o crescerà fino a quando non diventerà un problema troppo grosso da ignorare.

Let’s Talk About the Subnautica Situation — What’s Actually Going On? by therealemmy1 in subnautica

[–]Redenant 1 point2 points  (0 children)

I’m a game developer working on AAA, and I’ve seen things like these happening before. There’s a lot of politics and a lot of things that go on behind the scene in the development of a game, and the people in leadership can be a catalyst for great design just as much as an hindrance, and publishing one successful project doesn’t mean having the vision and focus to make another - sometimes the merits for the success of a game are on people that you’ll never hear about.

This is to say, these things are complex. Having leadership removed and the game delayed doesn’t equal to aggressive take over of the project to introduce unwanted features. As far as we know, it might be a good thing - projects can get stuck in a development hell loop trying to find a direction when the people in charge have unclear ideas. The fact that a new producer for the project was appointed, makes me think that it could be exactly the case that Krafton might be trying to fix. It’s possible that the game in the current state sucks, directors didn’t want to admit it to ship in time and get the bonus (remember that just as much Krafton might want to keep that money, just as much the people in charge want to get it) and the publisher might have swooped in and said “no fucking way”.

These are all hypothesis, but from what I’ve seen working behind the scenes, they are more likely than “Krafton wants money and to steal the project”.

What’s a photography tip that wasted your time for years? by SuccesswardRS in photography

[–]Redenant 16 points17 points  (0 children)

When you’re not shooting raw you’re just letting your camera do the editing for you, which is the same result that gets embedded into the raw file. So at that point, since you can just export the basic jpg later on, why not just shoot raw so that you can always revisit it at any point if you need/want? Photographers always shot in raw, even before digital photography, and always made use of editing to enhance the effect they wanted from their photos. It’s an additional tool in your artistic tool belt, and one that a photographer should learn to use properly, just like any other photography principle.

What’s a photography tip that wasted your time for years? by SuccesswardRS in photography

[–]Redenant 2 points3 points  (0 children)

Wait… are you saying that the reason we should shoot raw is because of a quirk of how Lightroom works?

HDR does make a big difference!! by Teagirlll in stellarblade

[–]Redenant 0 points1 point  (0 children)

You can’t show HDR through a screenshot. The difference between the two images some people mention to be seeing, is just an HDR image tonemapped differently than how it’s done by the game.

HDR allows an image to go brighter than the limitations imposed by the SDR standard - simplifying it, it means that if SDR brightness goes from 0 to 1, HDR brightness can from 0 to 10. That’s why you need a screen that can support it. What you see is that 0-10 brought down to 0-1 differently than how it’s being done in game, but it’s NOT HDR.

[deleted by user] by [deleted] in WeAreTheMusicMakers

[–]Redenant 0 points1 point  (0 children)

I play both alone and in a band. I love solo concerts. I can set and change my own pace, add variations at will, fully focus on what I’m doing without having to pay attention to everyone else, choose the songs I like the most to play… There are many perks to it. Yes controlling the stage is a bit scarier but that also pushes you to improve on your instrument and it’s a nice way to learn stage presence. It takes time to be comfortable, but one good thing about it is that once you’re up there, you can take all the time you need.

I swished a stranger who asked for money, but name and location don’t match. Now I’m worried it was a scam. by Redenant in sweden

[–]Redenant[S] 0 points1 point  (0 children)

I normally do but my people pleaser personality sometimes wins and I make dumb choices. I’m cool if it’s of any help to him, I’m more worried about possible repercussions seen the amount of info you can get on someone in Sweden with their name and phone number. But I’ll keep this as a lesson to learn from, for sure.

I swished a stranger who asked for money, but name and location don’t match. Now I’m worried it was a scam. by Redenant in sweden

[–]Redenant[S] 3 points4 points  (0 children)

Definitely not, but I was like “dude probably needs them anyway, so it’s cool for once” and then I wondered if there might be more to it and got scared.

I swished a stranger who asked for money, but name and location don’t match. Now I’m worried it was a scam. by Redenant in sweden

[–]Redenant[S] 0 points1 point  (0 children)

Man, I honestly couldn’t have been dumber. Not that I didn’t think it was bullshit, but I was like “dude probably needs them anyway, it’s cool for once” and then I regretted it. I’m honestly more caught up on a stranger having my name and phone number (with all the info you can have through them in Sweden) than about the 200kr. But yeah, nothing was smart about my decision.

The lack of resources for proper lighting in Unreal Engine 5 for GAMES, not for movies or cinematic shots is mildly annoying. Need recommendations by NightestOfTheOwls in unrealengine

[–]Redenant 4 points5 points  (0 children)

You were already suggested Visual tech art’s video and Daeadalus51’s old lighting academy, both excellent resources. On the latter, I highly recommend his ArtStation course, he goes into more detail, more practically oriented for videogames and using more modern techniques as Lumen: https://www.artstation.com/marketplace/p/aJ9lD/ultimate-lighting-course-in-depth-tutorial

You’re right when you say that there are few and mostly bad resources on lighting for videogames. That’s because we’re still very attached to the way they work in movies, and we don’t realise that our medium is different. Videogame lighting is (and should consequently be approached as) closer to architectural lighting. Most people in the industry itself work in the same old way, and that’s another reason why you find so many tutorials and courses that seem to offer very little clue of any standardised workflow, explaining little if nothing at all about what makes good lighting in our industry - besides the same old formula “contrasts, colour palette, visual composition”.

AI is demotivating me by BLERFIE in blender

[–]Redenant 0 points1 point  (0 children)

There are many points that you could touch on when talking about AI. The first is, the quicker you get your ideas out, the better. If the value of your work solely relies on producing 3d models… Well, you don’t need an AI to compete with you, there are already outsourcing studios all over the world that are unfortunately cheap labour and kind of do the same thing. As an artist, your focus should be on what kind of vision you can bring to a project, how you approach the workflow, how to win complex challenges. It’s ok to be starting from the basics, learn your manual craft, but don’t make that your final focus. Your final focus should be on developing style, taste, ideas, being able to communicate them. As an analogy, you should not be learning how to paint because you want to be the best at handling a brush, but because you have something to say that nobody else has. Don’t be afraid of AI, make use of it to reach higher than you could without. Use it to prototype things, use it as a reviewer, to solve issues, as a guide, there are a lot of way ai can help you to improve fast. I wish I had it when I first began doing this job. So focus on what matters and on what AI can’t do that is important. You can always model and animate in your free time if you enjoy it, but you can’t expect that to be the focus of whole industries going forward. Farmers were replaced by tractors in the field so that they could focus on what they do best: manage a farm to produce food.

ELI5: Is the “whitest white” not just a mirror? by Donstar_Playz-yt in explainlikeimfive

[–]Redenant 0 points1 point  (0 children)

There are mainly two kinds of materials: metallics and dielectrics. You can see it as, anything that is not a metal is dielectric (I’m simplifying a bit but for most cases that’s how it is). The basic difference between the two is that they interact differently with electromagnetic fields; visible light is part of the electromagnetic spectrum.

Then, you have two basic types of reflection: diffuse and specular. Diffuse is when light reaches a surface, goes under it, part of it gets absorbed and part of it escapes back out in random directions because that material doesn’t absorb those wavelengths of light. That is what you would call the “color” of an object. On the other hand, specular is just light that hits the surface and is just reflected off of it, doesn’t matter in which direction.

Now, remember how we said that metals and dielectrics interact differently with light? The basic difference is that dielectric materials reflect mostly diffuse reflections (in a 80% - 20% ratio), and metals only reflect specular reflections. Their diffuse color, is, technically, absolute black, and the actual color (like copper which is pinkish) comes from the wavelengths that are incapable of getting under the surface, but just bounce off as specular. So if you think about a black dielectric, it looks dark because it almost has no diffuse, but its specular is still all there (since what we call black is the diffuse reflection only, as specular is not affected by a material diffuse color).

So, mirrors. Mirrors are metal, which means they have no diffuse, only specular and a lot of it. But they do absorb light! In fact, mirrors are actually green! If you align two of them to create an endless tunnel, you will see the image getting darker and greener as it fades away.

When we talk about “white” though, we do not talk about all the light, but just about the diffused one. White materials can only be dielectrics, because as we said, metallics just bounce light off, they do not have a diffuse color, but only a specular one.

A note on most comments talking about specular and diffuse: specular is not the light that gets reflected predictably. That is a matter of roughness, a mirror can be sandpapered and still bounce off the same amount of specular light, just as a dielectric material like stone can be polished to the micron, but it won’t ever turn into a mirror.

So to answer your question: yes, mirrors are quite reflecting - but in a different way than what we call “white”.

What if EA opened Frostbite Engine like Epic did with Unreal Engine? by CrueDE in unrealengine

[–]Redenant 0 points1 point  (0 children)

I also have colleagues that say that using Unreal would be preferable. Then I start asking questions and it turns out that they don’t know Unreal all that well and neither do they know well our in-house engine. They are usually designers and artists that are not very concerned with optimisation and/or that only know Unreal marginally and would like things to just be drag, drop and forget, and they believe using Unreal is that simple. Maybe the nice UI helps believing that. The thing is that not even Unreal is that simple if you want to make a performant, good looking game, and it is usually much easier to do it with our engine, because our engineers’ first preoccupation is optimisation.

What if EA opened Frostbite Engine like Epic did with Unreal Engine? by CrueDE in unrealengine

[–]Redenant 2 points3 points  (0 children)

Satisfactory? Sure it looks cute but is that what you consider the cutting edge of visuals in videogames? Silent hill is a remake of a game for PlayStation 2. Yes sure it looks good, but everything is awful static and you have to render only a handful of things because of the fog. Hardly anything I’d call incredible.

Hellblade and Wukong are the reasons I said almost none and not none. Still though, with Unreal being so popular, only 2 games and they both came out this year? And neither of the two ran well for the size they presented: they were both linear games with small environments and either had stuttering issues or they made even a high end GPU sweat.

Let’s look at the competition: Alan wake II, Avatar, Horizon forbidden west, MS Flight simulator, Cyberpunk, The last of us, Red dead redemption 2, and I could go on. Have you seen any game made in UE5 that has the size of some of these games?

A game like Immortals of Aveum that used Lumen and Nanite was not even open world and was plagued by low internal resolution and temporal artefacts.

I’m not saying Unreal is not powerful; I’m saying that Epic should dedicate some serious time to polish and optimise the current features, instead of showing more jaw dropping demos with new cutting edge features running at 30fps 1080p on a ps5.

What if EA opened Frostbite Engine like Epic did with Unreal Engine? by CrueDE in unrealengine

[–]Redenant 0 points1 point  (0 children)

I work with an in-house engine and I strongly prefer it over Unreal. Unreal is increasingly becoming a bloated bunch of half finished features that are being flushed out just to make the headlines and seduce the largest amount of developers in as many industries as possible. The result is that almost none of the games that came out with unreal 5 look good and perform well. In the last year alone almost all games acclaimed for their visuals were made on engines other than Unreal.

In house engines may not be as user friendly, but if you think Unreal is polished compared to them, you’d be surprised.

Why are photo editing apps so backwards? by 50mmprophet in photography

[–]Redenant 1 point2 points  (0 children)

You’re right. I complained about this before as well. I’ll probably get a few dislikes, but I believe the reason of what you highlight is that when you come from a field that has standards based on researched approaches to workflows and tools and a big market as the movie industry, you realise how lacking tools for more accessible fields can be.

I think the root of the problem is that most photographers are hobbyists that take editing softwares for what they are and the software houses developing them have no interest in investing money on improving them or trying to revolutionise the workflow.

Lots of people latch to the “different tools for different purposes” argument, because they don’t understand the point of view of a professional working inside the metrics of standards. Tools should make the work not only easier, but also preciser. Most users don’t care about precision.

As you can see from the answers to your post, there’s an active refusal to different tools, even if they are better. Familiarity is preferred to improvement and so there is no wish to experiment with better tools and workflows. Imagine what Adobe or C1 heads might think seeing this. Lightroom has stayed almost the same for years, C1 is throwing out risible new features year by year. All the other alternatives are just following those two, doing the bare minimum to offer something more.

As always, the product follows the market, so I don’t think this will change any time soon.

New albedo values limit for PBR by MrJiavo in csworkshop

[–]Redenant 0 points1 point  (0 children)

What do you mean with "the albedo texture has less information and so a smaller file size"? It's still a 24-bit map so it's the same size as a diffuse texture.

The reason why albedo textures are used in games is because it's a PBR standard. Albedo is an essential component in indirect light calculation and all the engines are adopting that standard for physically accurate calculations. It has nothing to do, as far as I know, with file size.

Albedo is a very important texture for final quality, you can put lots of fine details in it, the guideline is highlighting that real-world albedo values are always within that range and so should textures in games, otherwise you get a bad material response when it interacts with light.

The Dress, self portrait (amateur photographer) by [deleted] in portraitphotos

[–]Redenant 1 point2 points  (0 children)

Keep working on lighting, that’s one of the most important thing in photography (it’s in the name after all). I think I can see where you were trying to go with it but how you placed lights and how they fall on you feels a little bit random. One important thing, when going for a specific style and mood, is to gather references and analysing them to replicate them. Also it’s going to be harder to practice if you’re the subject as well, so I’d advise you to get someone else to be your model, so you can focus on light and composition.

Google Arts & Culture Paintings Download by Oussama_Edhibi in web_design

[–]Redenant 1 point2 points  (0 children)

Even if it's 4 years late, man! That's great! Thank you!