Visitor’s Wishlist

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If you have any quarry, request, wish, suggestions (for improvements etc.), comments or thought regarding Graphics as general, Computer Graphics, this Blog, 3d Animation Industry or any similar topic that you want to share with me,
Then please write down them here in the ‘Leave a Reply’ section. Just don’t forget to write your name there.
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29 thoughts on “Visitor’s Wishlist

  1. Pingback: Page not found | mahesh deshpande

  2. Pingback: Adding Keyboard shortcuts in Blender | mahesh deshpande

    • Hi,
      First of all this is not my thoughts. I get it over net.
      Three-point lighting is a standard method used in visual media such as video, film, still photography and computer-generated imagery. By using three separate positions, the photographer can illuminate the shot’s subject (such as a person) however desired, while also controlling (or eliminating entirely) the shading and shadows produced by direct lighting.

      The key light, as the name suggests, shines directly upon the subject and serves as its principal illuminator; more than anything else, the strength, color and angle of the key determines the shot’s overall lighting design.

      In indoor shots, the key is commonly a specialized lamp, or a camera’s flash. In outdoor daytime shots, the Sun often serves as the key light. In this case, of course, the photographer cannot set the light in the exact position he or she wants, so instead arranges it to best capture the sunlight, perhaps after waiting for the sun to position itself just right.
      A portrait with three-point lighting: a 300 watt key light, a 150 watt back light, and fill light from a bounce board

      The fill light also shines on the subject, but from a side angle relative to the key and is often placed at a lower position than the key (about at the level of the subject’s face). It balances the key by illuminating shaded surfaces, and lessening or eliminating chiaroscuro effects, such as the shadow cast by a person’s nose upon the rest of the face. It is usually softer and less bright than the key light (up to half), and more to a flood. Not using a fill at all can result in stark contrasts (due to shadows) across the subject’s surface, depending upon the key light’s harshness. Sometimes, as in low-key lighting, this is a deliberate effect, but shots intended to look more natural and less stylistic require a fill.

      In some situations a photographer can use a reflector (such as a piece of white cardstock mounted off-camera, or even a white-painted wall) as a fill light instead of an actual lamp. Reflecting and redirecting the key light’s rays back upon the subject from a different angle can cause a softer, subtler effect than using another lamp.

      The back light (a.k.a. the rim, hair, or shoulder light) shines on the subject from behind, often (but not necessarily) to one side or the other. It gives the subject a rim of light, serving to separate the subject from the background and highlighting contours.

      Back light or rim light is different from a kick in that a kick (or kicker) contributes to a portion of the shading on the visible surface of the subject, while a rim light only creates a thin outline around the subject without necessarily hitting the front (visible) surface of the subject at all.
      Hope you like it.
      For further information check the below links


  3. Pingback: WishList- Bone colours in blender | mahesh deshpande

  4. I tried linking a character in blender, it works. But when I duplicated that character (after linking), it follows same animation to each other. Please anyone tell me what will be the best option to solve this problem.


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