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Creo que fue el 2-III-66. Me encontraba en mi posición de costumbre: leyendo sobre un cajón a la entrada de la ferretería. Era de tarde, creo. El libro que leía: La Hora Veinticinco, mantenía entonces toda mi atención en su contenido.
De pronto oí un chasquillo que me obligó a desviar la vista: diagonal a mi estaba un tipo con un flash en actitud de disparar. Permanecí impávido. Quise decir algo pero antes de lograrlo sentí la luz de la máquina. Entonces protesté: “es inútil, ha hecho mal, no compro fotos”. El tipo se largó sin decir palabra alguna.
Yo me olvidé del incidente. Hoy vino, recordé la ocasión y adquirí la foto. Fue tan inesperada!. Algo parecido debe ser un balazo; creo que debido a eso fue mi iniciada actitud hostil.
gmo, 14 de marzo del 1966. 11:20am.
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• Sky-Watcher Quattro 250P
• Sky-Watcher EQ8-R Pro
• ZWO ASI294MM-Pro
• Astronomik L: 187x300s bin1 gain 0
• Astronomik RGB: 85x300s bin2 gain 125
• ZWO Hα 7nm: 82x900s bin2 gain 200
(total integration 43.1h)
• ZWO OAG & ASI290Mini guide cam
• TS GPU coma corrector
• ZWO EFW, ZWO EAF & Pegasus Astro Ultimate Powerbox 2
Trevinca, Valding, Spain
Bortle 3, SQM 21.8
processed with Pixinsight
So this is something I've been meaning to move into for a while: combining 3D rendered objects with photography.
Kerry and I shot an image a while ago using a cheap and fairly naff looking set of wings which were too small, and looked well, like pieces of board with feathers stuck to them. I did contemplate buying or renting a more impressive pair of wings, however - like so many things in creative photography, the answer often lies in movie production techniques. Movies have been using CGI for a while now, for buildings, vehicles, objects and entire scenes. Of course you need a massive render farm to make something like that, but for one still image? My 7 year old i7 gen 3 desktop with a modest nVidia 1050 GPU rendered these wings in Daz Studio in about 2 hours (at 8000x6000 pixels)
You need to shoot with this technique in mind, and I shot Kerry in a small studio sitting on a stool that is under a grey backdrop cloth which also sweeps up behind her. I've used chilled fog to create the foreground cloud, on-set. (No kapok here, and no teddy bears were harmed in the making of this shot :P )
I added and posed the wings in Daz Studio and then lit them from the same direction as the light I used in the studio.
Comping the whole thing together in Photoshop, the aim is to make the three elements (figure, wings, sky) match in terms of contrast, colour, grain and focus. I mainly use curves in Photoshop to adjust colour balance these days, but I did also add a couple of LUTs over the whole thing to tie it together.
I then added some rays, and a halo, before sending the whole thing to BorisFX to add the sun flare.
Finally, back in Lightroom, I tweaked the colour some more bending it to the green end a bit, and adding some blue to the shadows and a tiny amount of yellow to the highlights using the Color Grading panel. Bit of a vignette, and some local adjustments here and there and it's done.
Model: Kerry Walker
Shot at : Studio De Lumiere, UK
Nottingham City Transport Scania Omnidekka 916 (YT61 GPU) stands on Milton Street Nottingham, 25th January 2018. YT61 GPU is a Scania N230UD chassis fitted with a Optare H51/35F body, part of a batch of thirty two vehicles delivered in 2011
SE-GPU
PIPER PA-28-161
28-7716200
1977
Ljungbyheds Flygklubb
Bonnarp PL 689 B
264 53 LJUNGBYHED
Sweden
Base: Ljungbyhed ESTL
AMD RV670 gpu die
TSMC 55nm technology
TeraScale microarchitecture
320 unified shaders
16 TMUs
16 ROPs
256-bit memory bus
2007
More mutilated Menger code.
A big shortcoming of Pixel Bender is that it is not possible to store the parameter values. Everytime I modify the DE kernel, all parameters are reset to their default values. It is almost easier to change the parameters in the script instead of using sliders - they are quite unresponsive on my laptop anyway :-)
Created using Subblue's Pixel Bender raycasting script and a DE inspired by Knighty's examples.
AMD Cayman gpu die
TSMC 40nm technology
TeraScale 3 (VLIW4) microarchitecture
24 compute units
1536 unified shaders
96 TMUs
32 ROPs
256-bit memory bus
2011
1964 Morris Mini.
Badged as a Cooper S and fitted with a 1098cc engine.
In present ownership since February 1991.
Undisclosed location. Microway built cluster of infiniband interconnected nodes and Tesla GPU units.
On the ONE hand, this is kind of striking glitchy WTFfery, isn't it?
On the OTHER hand, my new computer doesn't arrive until tomorrow, and I'm becoming dubious about how long this one will survive.
pretty much like a sky crawlers aircraft.
low poly-fast textured-no frills model.
I wonder if it's suitable for psp\dsi\iphone gpu's.