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brunogallant

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Posts posted by brunogallant

  1. <p>Actually, moving through Afghanistan and the region, it is a wise thing to carry an inexpensive camera. This just proves again that gear means nothing. I am actually sick of seeing this portrait everywhere, but this is all to the credit of McCurry to have shot such a powerful image.</p>
  2. <p>I agree with you Tom that moon light is as harsh as the sun, for the reasons you mention. But the perception of the viewer is that moon light is softer. Looking objectively at your photo, it looks like an underexposed image under sunlight conditions (which it is not). Softening the light, and seeing the stars, will be perceived more clearly like a night time image.<br>

    For the same reason we use a skylight filter to remove the blue cast on images because of the sky, but the blue cast is there for real, if you look for it, it is just that our brains compensate and (kind of) remove it from the processed image in our mind. My 2 cents.</p>

  3. <p>When I use my own lighting, I will usually try to kill the ambient light by shooting at the max flash sync speed, which is 1/250 of a seconds, and a high f/stop. You can shoot a test shot without your flash(es) to make sure that the frame is black. At that point you are in control of the light, whatever is overhead.<br>

    Of course if your flash was to fill only, and you were using ambient light from a window, or the room itself, for example, then the only way out is to gel your flash like Sarah Fox said. </p>

  4. <p>I actually rented her studio twice in the past, in 2006 and 2008. I was flabbergasted when I started hearing about these events, as I never had any hint about the possibility of these actions. Her studio was well equipped, with all kinds of beautiful furniture, that I used in my own photographs, and that I could see in her own pictures. She was courteous and helping, but not trying to control my shoot. I was awed to be in the studio of a world-class photographer.<br>

    At first I thought, this is b**s**t, but I saw the evidence. As I said, I met her just a few hours. You can't know a person in such a short time.<br>

    I don't understand what happened.</p>

  5. <p>I have been using the pop-up flash on my D200 to control a SB-800 and a SB-600 for years. I set it to full manual, but no power for the pop-up flash. It does not contribute to the light of the image, but as someone wrote, it can be seen on reflective surfaces. I do like to have this point of light in the eyes of my subject, as it gives them more life, as you can see in this image of mine.<br>

    <img src="http://d6d2h4gfvy8t8.cloudfront.net/13214271-lg.jpg" alt="" width="800" height="536" /></p>

  6. <p>I've been using LR for a few years, and I bought LR4 when it became available. It is running pretty much at the same speed for me as the other versions, which is fast enough that I do not notice it, ever.<br>

    I use the Windows version, and in the Help/System Info menu, you can get an hardware list that you can copy. Maybe the problem is not the computer, but it would maybe help to share what hardware you have.<br>

    I bough my machine from Dell in July 2010, to use it for video editing and photo work. Here's the specs from Lightroom's view:</p>

    <p>Lightroom version: 4.0 [814577]<br />Operating system: Windows 7 Home Premium Edition<br />Version: 6.1 [7601]<br />Application architecture: x64<br />System architecture: x64<br />Physical processor count: 8<br />Processor speed: 2.6 GHz<br />Built-in memory: 8182.9 MB<br />Real memory available to Lightroom: 8182.9 MB<br />Real memory used by Lightroom: 297.6 MB (3.6%)<br />Virtual memory used by Lightroom: 292.0 MB<br />Memory cache size: 182.0 MB<br />System DPI setting: 96 DPI<br />Desktop composition enabled: Yes<br />Displays: 1) 1920x1080, 2) 1366x768<br>

    Application folder: C:\Program Files\Adobe\Adobe Photoshop Lightroom 4<br />Library Path: C:\Users\bgallant\Pictures\LT4\Main_Catalog\Main_Catalog.lrcat<br />Settings Folder: C:\Users\bgallant\AppData\Roaming\Adobe\Lightroom<br>

    Adapter #1: Vendor : 1002<br /> Device : 6898<br /> Subsystem : b001002<br /> Revision : 0<br /> Video Memory : 1010<br />AudioDeviceIOBlockSize: 1024<br />AudioDeviceName: Speakers (Realtek High Definition Audio)<br />AudioDeviceNumberOfChannels: 2<br />AudioDeviceSampleRate: 44100<br />Build: Uninitialized<br />Direct2DEnabled: false<br />GL_ALPHA_BITS: 8<br />GL_BLUE_BITS: 8<br />GL_GREEN_BITS: 8<br />GL_MAX_3D_TEXTURE_SIZE: 8192<br />GL_MAX_TEXTURE_SIZE: 16384<br />GL_MAX_TEXTURE_UNITS: 8<br />GL_MAX_VIEWPORT_DIMS: 16384,16384<br />GL_RED_BITS: 8<br />GL_RENDERER: ATI Radeon HD 5800 Series<br />GL_SHADING_LANGUAGE_VERSION: 4.10<br />GL_VENDOR: ATI Technologies Inc.<br />GL_VERSION: 4.1.10750 Compatibility Profile Context<br />OGLEnabled: true<br />OGLPresent: true<br />GL_EXTENSIONS: GL_AMDX_debug_output GL_AMDX_vertex_shader_tessellator GL_AMD_conservative_depth GL_AMD_debug_output GL_AMD_depth_clamp_separate GL_AMD_draw_buffers_blend GL_AMD_multi_draw_indirect GL_AMD_name_gen_delete GL_AMD_performance_monitor GL_AMD_sample_positions GL_AMD_seamless_cubemap_per_texture GL_AMD_shader_stencil_export GL_AMD_shader_trace GL_AMD_texture_cube_map_array GL_AMD_texture_texture4 GL_AMD_transform_feedback3_lines_triangles GL_AMD_vertex_shader_tessellator GL_ARB_ES2_compatibility GL_ARB_blend_func_extended GL_ARB_color_buffer_float GL_ARB_copy_buffer GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_elements_base_vertex GL_ARB_draw_indirect GL_ARB_draw_instanced GL_ARB_explicit_attrib_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_instanced_arrays GL_ARB_map_buffer_range GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_provoking_vertex GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_separate_shader_objects GL_ARB_shader_bit_encoding GL_ARB_shader_objects GL_ARB_shader_precision GL_ARB_shader_stencil_export GL_ARB_shader_subroutine GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shadow GL_ARB_shadow_ambient GL_ARB_sync GL_ARB_tessellation_shader GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_compression GL_ARB_texture_compression_bptc GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_cube_map_array GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_gather GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_snorm GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_attrib_64bit GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_envmap_bumpmap GL_ATI_fragment_shader GL_ATI_meminfo GL_ATI_separate_stencil GL_ATI_texture_compression_3dc GL_ATI_texture_env_combine3 GL_ATI_texture_float GL_ATI_texture_mirror_once GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_copy_buffer GL_EXT_copy_texture GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_histogram GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shader_image_load_store GL_EXT_shadow_funcs GL_EXT_stencil_wrap GL_EXT_subtexture GL_EXT_texgen_reflection GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_bptc GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_add GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_rectangle GL_EXT_texture_sRGB GL_EXT_texture_shared_exponent GL_EXT_texture_snorm GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_transform_feedback GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_vertex_attrib_64bit GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region GL_NV_blend_square GL_NV_conditional_render GL_NV_copy_depth_to_color GL_NV_explicit_multisample GL_NV_float_buffer GL_NV_half_float GL_NV_primitive_restart GL_NV_texgen_reflection GL_NV_texture_barrier GL_SGIS_generate_mipmap GL_SGIS_texture_edge_clamp GL_SGIS_texture_lod GL_SUN_multi_draw_arrays GL_WIN_swap_hint WGL_EXT_swap_control</p>

  7. <p>I would not call this anonymous or even semi-anonymous when you post to a well indexed forum as photo.net is, with your real name. I was able to find Robert's physical address and phone number (home or business I don't know, and I won't push that far) with a few clicks of a mouse in public search engines.<br>

    As a policy, I am always writing on the internet as I would speak to the person.<br>

    Another thing to point out is that sometimes the person is not a native to the english language, as I am, and may misunderstand or write something that is midly offensive without knowing it. (my first language is French)<br>

    To return to this thread subject, I think you need to start on the goals you are trying to achieve, and in what context you will be shooting. For example, you need to capture the kiss, to be in the proper place to catch it. It will probably be in a church. What kind of light is possible in that church? Can I find out before hand? Can I use flashes in that church?<br>

    I think to capture a wedding you need to understand the beats of it, kiss, rings, dance, eyes of the father of the bride, in accordance with the B&G's wishes, and be at the right place at the right time with the right equipment to capture it.<br>

    In other words, knowing the workflow (getting information from B&G as much as possible) and context (scouting the locations), and thinking of the things that can go wrong (backups for everything if you can, even a second car...), you will be able to choose the equipment you need. For most people getting married, what is in the shot is what counts, not which lens or camera you are using.<br>

    my 2¢.</p>

  8. <p>Hello, I am not sure if it was addressed yet, but there is an option where you can embed the original raw image in the DNG, and using the Adobe DNG converter, you can extract it again later if you need it. Provided of course that it is exactly the original file, bit for bit, or else it is quite useless.<br /> Since I am a systems administrator by trade, UNIX and UNIX-like, I've had to learn of ways to verify the integrity of files, and one of them is to make an MD5 hash of the file before conversion, and then you make another one after it was extracted from the DNG.<br /> Both hashes were the same, which is enough to convince me that the file that is extracted is <em>exactly</em> the same as the original file.<br /> If you go to Wikipedia and search for MD5, you will find that it is broken as an encryption mechanism, but it will work well locally to verify integrity of files.<br /> So there you have it, the best of all worlds, one file that contains everything. HD space is so cheap now I am also embedding a full JPG preview in the file. As other mentionned, the transfer can be done during one's sleep. Actually with the machine I've got now, I can do about 600 files per hour with lightroom 3. (quad i7-920 / 8gb ram)</p>
  9. <p>This is a picture I took over the weekend. This picture is unretouched, straight out of my D200, with a Tamron 17-50mm at 50mm, F11, 1/125s, ISO100. Speedotron flash with a Chimera 3'x4' softbox.</p><div>00WXib-247105584.thumb.JPG.5abf9a9c3a49534fc97c0b0c8c06b9f8.JPG</div>
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