Tiny planet projection made from photos taken at a nearby riverside embankment .
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Peter Solarz
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Tiny planet projection made from photos taken at a nearby riverside embankment .
A few small experiments with light trails in Umurangi Generation
[photo.1] aperture:2F, shutter speed:1/60, ISO:200 [photo.2] aperture:2F, shutter speed:1/60, ISO:200 [photo.3] aperture:2F, shutter speed:1/60, ISO:200 [photo.4] aperture:1.4F, shutter speed:1/30, ISO:200 [photo.5] aperture:4F, shutter speed:1/120, ISO:800 [photo.6] aperture:4F, shutter speed:1/30, ISO:100 Note: The HUDs shown in the images were taken from camera mode screenshots captured before pressing the shutter, and pasted onto the images after shooting.
One of the things I really appreciate about Umurangi Generation is how deliberately it highlights the difference between the human eye and a camera—even if it means sacrificing clarity for the player. What I mean is, thanks to our eyes' ability to adapt to light and dark, we often see a scene as bright enough, but when we actually take a photo, it can come out nearly black. The game reproduces this disconnect in a really honest way. As you progress, you unlock tools like flash, various post-processing options, manual ISO settings, and so on. This gradually closes the gap between what your eye can see and what the in-game camera can capture, making you think carefully about how you want to shoot.
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In-game photo series from Umurangi Generation themed around dancers
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In-game photos from Umurangi Generation comparing film grain effects at different depth of field. In the first photo, the out-of-focus foreground area has lost its film grain due to the blur.
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Sketchfabを利用した、岐阜の陶芸美術館のオンライン展示 https://www.cpm-gifu.jp/museum/about_top/3d
Experiment to export spatial data from Quest3 using "Room Scan Exporter" by zoynctech.
Experiment of passing light through colored glass with Cycles
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test