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Jordan Stevens
What Is PBR?
Writing a PBR Shader: The Works
The Shader Format
Normal Distribution Functions
Geometric Shadowing Functions
Smith Based GSFs
Fresnel Functions
The Complete BRDF
Unity Lighting Data
Debugging The BRDF
The Complete Unity PBR Shader
Physically Based Rendering Algorithms:
A Comprehensive Study In Unity3D
What Is PBR?
The Shader Format
Debugging The BRDF
The Complete Unity Shader
Let's Talk About Physically Based Rendering
Physically-Based Rendering (PBR) has become extremely popular over the past few years. Unity 5, Unreal Engine 4, Frostbite, even ThreeJS, and many more game engines use it. Many 3D modeling studios are switching to the "PBR Pipeline" following the suit of popular tools such as the Marmoset Toolbag and Allegorithmic's Substance Suite. Today, it is hard to find artists that are not familiar with the pipeline, but it can still be hard to find engineers and technical artists who are familiar with how the pipeline actually works behind the scenes. I wanted to create this tutorial to break down PBR shading, and make it as easy to understand as possible for potential beginners to PBR. Let's get started.
What Makes PBR Physical?
Over the past three or four decades, our understanding of the world around us and how it scientifically/mathematically functions has grown leaps and bounds. Part of this understanding has led to tremendous breakthroughs in the realm of rendering technology. Standing on the backs of giants, other intelligently tall individuals have been able to come to some serious conclusions regarding light, view, surface normal, and how all three of these things interact with each other. Most of these breakthroughs revolve around the idea of BRDF (the Bi-Directional Reflectance Distribution Function) and, inherent to that, Energy Conservation.
In order to understand how light and your viewpoint interact with surfaces you have to first understand surfaces themselves. When light shines on a perfectly smooth surface, it will reflect off that surface in an almost perfect way. When light interacts with what we call a rough surface, it will not be reflected in a similar manner. This can be explained by the existence of microfacets.
When we look at an object, we must assume its surface is not perfectly smooth and is composed of many very tiny facets, each of which is a potentially perfect specular reflector. These microfacets have normals that must be distributed across the normal of the smooth surface. The degree to which microfacet normals differ from the smooth surface normal is determined by the roughness of the surface. The more rough the surface, the more potential exists for disruption to the specular highlight. Because of this, rougher surfaces have larger and dimmer looking specular highlights. Smooth surfaces can cause the specular highlight to compress as the light is reflected more perfectly than before.
Now back to the BRDF. A Bidirectional Reflectance Distribution Function (BRDF) is a function that describes the reflectance of a surface. There are several different BRDF models/algorithms, many of which are not physically based algorithms. For a BRDF to be considered physically based, it must be energy conserving. Energy Conservation states that the total amount of light reflected by a surface is less than the total amount that surface received. The light reflected off the surface should never be more intense than it was before it interacted with all those microfacets that we discussed before.
BRDF algorithms feature a more complicated shading model than other algorithms. This shading model is technically 3 pieces of a single whole: the Normal Distribution Function, the Geometric Shadowing Function, and the Fresnel Function. Together they make this algorithm, which we will break down later:
To understand BRDF, it is very important to understand the 3 functions that make up a BRDF. Let's hit each of these in turn to make a shading model that will work for us.
Writing a PBR Shader: Nuts, Bolts, and Smooth Surfaces
What are the Properties of a PBR Shader?
In most PBR shading models, it is quite usual to see a few of the same properties influencing them in some format. The two most important properties in modern PBR approaches are Smoothness (or Roughness) and Metallic. Both of these values work best if they are between 0..1. There are many different approaches to building PBR shaders, and some of them allow for using the BRDF model for more effects, such as Disney's PBR Pipeline, each effect being driven by a specific property.
Let's move to building our properties out, if you haven't checked out my page on Writing Shaders in Unity now would be a great time to head over and read that.
So here we have defined our public variables in our Unity Shader. We will add more later, but this is a good start. Below the properties is the initialization structure of our shader. We will refer to the #pragma directives later on as we continue to add more functionality.
Vertex Program
Our Vertex Program is extremely similar to the one produced in the tutorial for Writing Shaders in Unity. The key elements we need are the normal, tangent, and bitangent information about the vertex, so we make sure to include those in our Vertex Program:
Fragment Program
In our fragment program, we will want to define a set of variables that we can use in our algorithms later:
Above are the variables we will build with the data that Unity gives us, per the description in the Unity Shader Tutorial. These variables will be used repeatedly throughout our shader as we move to build the BRDF.
In my approach, I remap roughness. The reason I do this is more of a personal preference, as I find that roughness remapped to the below produces much more physical results.
Some more housekeeping. There are a lot of concerns when using Metallic in a PBR shader. You will find that none of the algorithms account for it, so we include it in a different format entirely.
Metalness is a control value to determine whether a material is a dielectric material (a non-metal, i.e. metalness = 0) or a metal (metalness = 1) material. Therefore, to have our Metallic value affect our shader in the right way, we are going to plug it into our diffuse color and have it drive our specular color. Since a metal will not show any diffuse reflection it will have a completely black diffuse albedo, while its actual specular color will change to reflect the surface of the object. See below:
The Guts of Our Shader
Below is the basic shader format that we will be building on. Please note the comments as they will help to organize and inform as to where we will be inserting our code.
The above code should create a white object when attached to a material in Unity. We will extend this shader by placing properties in the Properties Section, Variables in the Variables Section, Helper Functions in the Helper Function Section, Algorithms in the Algorithm Section and implementing the shader code in the Fragment Section. Let's begin.
Piecing Together Your PBR Shader Pt.1: The Normal Distribution Function (Specular Function)
What is the Normal Distribution Function?
The Normal Distribution Function is one of the three key elements that make up our BRDF shader. The NDF statistically describes the distribution of microfacet normals on a surface. For our uses, the NDF serves as a weighted function to scale the brightness of reflections (specularity). It is important to think of the NDF as a fundemental geometric property of the surface. Let's start to add some algorithms to our shader, so that we can visualize the effect that the NDF produces.
The first thing we want to do is build an algorithm. In order to visualize our algorithm, we will override our return float.
The format for the following sections will be as follows. After your write the algorithm in the Algorithm Section, you will implement the algorithm in the location described above. When you implement a new algorithm, simply comment out the above active algorithm, and the resulting effect will be based on only the currently uncommented algorithm. Don't worry, we will clean this up later and provide you with a way to easily switch between the algorithms from within Unity, no further comment play required.
Let's start with the simple Blinn-Phong approach:
Blinn-Phong NDF
The Blinn approximation of Phong specularity was created as an optimization of the Phong Specular Model. Blinn decided that it was faster to produce the dot product of the normal and half vector, than it was to calculate the reflect vector of light every frame. The algorithms do produce much different results, with Blinn being softer than Phong.
Blinn-Phong is not considered a physically correct algorithm, but it will still produce reliable specular highlights that can be used for specific artistic intentions. Place the above algorithm in the Algorithms Section, and the below code in the Fragment Section.
If you assign a smoothness value to your shader, you should see that the object will have a white highlight depicting the Normal Distribution (Specularity) and the rest of the object will be black. This is how we will continue to function, so that we can easily test our shader. The 40 in the above implementation is just so that I could provide the function with a high range, but it most certainly isn't the optimal value for everyone.
Phong NDF
The Phong algorithm is another non-physical algorithm, but it produces much finer results than the above Blinn approximation. Below is an example implementation:
As with the Blinn-Phong approach, don't be sold on the *40.
Beckman NDF
The Beckman Normal Distribution function is a much more advanced function, and takes our roughness value into account. Accounting for the roughness, as well as the dot product between our normal and half direction, we can accurately approximate the distribution of the normal across the surface.
The implementation of this Algorithm is failry simple.
An important thing to note is how the Beckman model treats the surface of the object. As you can tell in the figure above, the Beckman model is slow to change with the smoothness value, until a certain point at which it tightens the highlight dramatically. As the smoothness of the surface increases, the specular highlight pulls together, producing a very pleasing rough to smooth value from an artistic perspective. This behavior is very favorable for rough metals in the early roughness values, and also quite good for plastics as the smoothness value increases.
Gaussian NDF
The Gaussian Normal Distribution model is not as popular as some of the other models, as it tends to produce much softer specular highlights than can be desired at higher smoothness values. From an artistic perspective this can be desirable, but there are arguments as to its true physical nature.
The implementation of this algorithm is similar to that of other Normal Distribution functions, relying on the roughness of the surface and the dot product of the Normal and Half Vectors.
GGX NDF
GGX is one of the more popular, if not the most popular, algorithms in use today. The majority of modern applications rely on it for several of their BRDF functions. GGX was developed by Bruce Walter and Kenneth Torrance. Many of the algorithms in their paper are some of the more popular algorithms in use.
It's implementation follows suit to other methods.
The specular highlight of the GGX Algorithm is very tight and hot, while still maintaining a smooth distribution across the surface of our ball. This is a prime example of why the GGX algorithm is preferred to replicate the distortion of specularity across metallic surfaces.
Trowbridge-Reitz NDF
The Trowbridge-Reitz approach was developed in the same paper as GGX, and produces remarkably similar results to the GGX algorithm. The main noticeable difference is that the extreme edge of the object features a smoother highlight than the GGX, which is a more harsh falloff at the grazing angle.
As usual, the Trowbridge-Reitz formula relies on roughness and the dot product of the normal and half vectors.
Trowbridge-Reitz Anisotropic NDF
Anisotropic NDF functions produce the normal distribution Anisotropically. This allows for us to create surface effects that mimic brushed metals and other finely faceted/anisotropic surfaces. For this function we will need to add a variable to our Properties and Public Variables Sections.
Our Property:
Our Variable:
One of the differences between Anisotropic and Isotropic approaches is the necessity of tangent and binormal data to process the direction of the normal distribution. This image was produced with an Anisotropic value of 1.
Ward Anisotropic NDF
The Ward approach to Anisotropic BRDF produces drastically different results than the Trowbridge-Reitz method. The Specular highlight is much softer, and dissapates much faster as the surface proceeds in smoothness.
As with the Trowbridge-Reitz method, the Ward Algorithm requires tangent and bitangent data, but also relies on the dot product of the normal and light, as well as the dot product of the normal and our viewpoint.
Piecing Together Your PBR Shader Pt.2: The Geometric Shadowing Function
What are Geometric Shadowing Algorithms?
The Geometric Shadowing Function is used to describe the attenuation of the light due to the self-shadowing behavior of microfacets. This approximation models the probability that at a given point the microfacets are occluded by each other, or that light bounces on multiple microfacets. During these probabilities, light loses energy before reaching the viewpoint. In order to accurately generate a GSF, one must sample roughness to determine the microfacet distribution. There are several functions that do not include roughness, and while they still produce reliable results, they do not fit as many use cases as the functions that do sample roughness.
The Geometric Shadowing Function is essential for BRDF energy conservation. Without the GSF, the BRDF can reflect more light energy than it receives. A key part of the microfacet BRDF equation relates to the ratio between the active surface area (the area covered by surface regions that reflect light energy from L to V) and the total surface area of the microfaceted surface. If shadowing and masking are not accounted for, then the active area may exceed the total area, which can lead to the BRDF not conserving energy, in some cases by drastic amounts.
In order to preview our GSF functions, let's place this code above our Normal Distribution Functions. The format will work in a very similar way to how we implemented the NDF functions.
Implicit GSF
The Implicit GSF is the basis of logic behind Geometric Shadowing.
By multiplying the dot product of the normal and light by the dot product of the normal and our viewpoint we get an accurate portrayal of how light affects the surface of an object based on our view.
Ashikhmin-Shirley GSF
Designed for use with Anisotropic Normal Distribution Functions, the Ashikhmin-Shirley GSF provides a good foundation for Anisotropic effects.
The shadowing of microfacets produced by this model is very subtle, as can be seen on the right.
Ashikhmin-Premoze GSF
The Ashikhmin-Premoze GSF is designed for use with Isotropic NDF, unlike the Ashikhmin-Shirley approach. As with the Ashikhmin-Shirley, this is a very subtle GSF.
Duer GSF
Duer proposed the GSF function below to fix an issue with specularity found in the Ward GSF function we will cover later. The Duer GSF produces similar results as the Ashikhmin-Shirley above, but is more suited towards Isotropic BRDFs, or very slightly Anisotropic BRDF.
Neumann GSF
The Neumann-Neumann GSF is another example of a GSF suited for Anisotropic Normal Distribution. It produces more pronounced geometric shading based on the greater of view direction or light direction.
Kelemen GSF
The Kelemen GSF presents an appropriately energy conserving GSF. Unlike most of the previous models, the proportion of the Geometric Shadow is not constant but varies with the viewing angle. This is an extreme Approximation of the Cook-Torrance Geometric Shadowing Function.
Modified-Kelemen GSF
This is a modified form of the Kelemen Approximation of Cook-Torrance. It has been modified to produce the Keleman GSF distributed by roughness.
Cook-Torrance GSF
The Cook-Torrance GSF was created to solve three situations of Geometric attenuation. The first case states that the light is reflected without interference,while the second case states that some of the reflected light is blocked after reflection, and the third case states that some of the light is blocked before reaching the next microfacet. To compute these cases we use the Cook-Torrance GSF below.
Ward GSF
The Ward GSF is a strengthened Implicit GSF. Ward uses this approach to strengthen the Normal Distribution Function. It works particularly well to highlight Anisotropic bands on surfaces from varying angles of view.
Kurt GSF
The Kurt GSF is another example of an Anisotropic GSF. This model is proposed to help control the Distribution of Anisotropic surfaces based on the surface roughness. This model seeks to conserve energy particularly along the grazing angles.
Smith Based Geometric Shadowing Functions
The Smith Based GSFs are widely considered to be more accurate than the other GSFs, and take into account the roughness and shape of the normal distribution. These functions require two pieces to be processed in order to compute for the GSF.
Walter et all. GSF
The common form of the GGX GSF, Walter et al. created this function to be used with any NDF. Walter et al. felt that the GSF "has relatively little effect on the shape of the BSDF [Bi-Directional Scattering Distribution Function], except near grazing angles or for very rough surfaces, but is needed to maintain energy conservation." With this in mind, they created a GSF that respected this principle, using Roughness as a driving force for the GSF.
Smith-Beckman GSF
Originally created to be used with the Beckman NDF, Walter et al. surmised that it is an appropriate GSF for use with the Phong NDF.
GGX GSF
This is a refactor of the Walter et al. GSF algorithm by multiplying the GSF by NdotV/NdotV.
Schlick GSF
Schlick has made several approximations of the Smith GSF that can be applied to other Smith GSFs as well. This is the baseline Schlick Approximation of Smith GSF:
Schlick-Beckman GSF
This is the Schlick Approximation for the Beckman Function. It works by multiplying roughness by the square root of 2/PI, which instead of calcuating we just pre compute as 0.797884.....
Schlick-GGX GSF
The Schlick Approximation of GGX simply divides our roughness value by two.
Piecing Together Your PBR Shader Pt.3: The Fresnel Function
The Fresnel effect is named after the French physicist Augustin-Jean Fresnel who first described it. This effect states that the strength of reflections on a surface is dependent on the viewpoint. The amount of reflection increases on surfaces viewed at a grazing angle. In order to include the Fresnel effect into our shader we need to use it in several places. Firstly we need to account for the diffuse retro-reflection, and then we need to account for the BRDF Fresnel effect.
In order to calculate our Fresnel appropriately, we need to account for the normal incidence and grazing angles. We will use roughness below to calculate the diffuse Fresnel reflection incidence that we can pass into our Fresnel function. To calculate this we use a version of the Schlick approximation of Fresnel. The Schlick Approximation of Fresnel is constructed as:
This function can be approximated further into:
This approximation may be faster on some GPUs. You can switch out the x and the 1 above to reverse the approximation, which we will do below to calculate our Diffuse.
Schlick Fresnel
Schlick's Approximation of the Fresnel Equation may be one of his most famous approximations. This approximation of the Fresnel Effect allows us to calculate the reflectance at grazing angles.
This next algorithm relies on a specific value to be passed instead of the specular color. This new value is the Index of Refraction. The IOR is a dimensionless number used to describe the speed at which light passes through a surface. To enable this function we must add a new property and variable to our shader.
The above code belongs in the Shader Properties Section, while the line below should be placed with the other variables in the Public Variables Section.
Spherical-Gaussian Fresnel
The Spherical-Gaussian Fresnel function produces remarkably similar results to Schlicks Approximation. The only difference is that the power is derived from a Spherical Gaussian calculation.
Piecing Together Your PBR Shader Pt.4: Bringing It All Together
Combining The Algorithms
Now that we have several versions of the NDF, GSF, and Fresnel Function, we need to combine them together so that we can see the resulting BRDF PBR Shader in action. The format to combine these algorithms is quite simple: multiply the algorithms by one another, then divide that by 4 * NdotL * NdotV.
After you combine the algorithms, you can simply add that value to your diffuse color, and there you have it. PBR in action.
In order to sample the environment, you will need to take a few important steps in Unity and in your shader. Firstly, add a reflection probe into your scene and bake it. Then you will want to add this function to your shader:
Getting Unity Lighting Information Involved
You can call this function from inside of the fragment program, and it will generate the appropriate data that you can use to sample the environment.
To use these values, we will want to add them to our final output like you see below, replacing a line or two that we have already placed in our shader. This will allow us to sample the environment when the properties are set in a way that allows the environment data to be visible.
Debugging Your Algorithms
To debug our algorithms, we can leverage Unity's ability to add toggles to material properties from within the shader.
These toggles will enable or disable shader keywords on toggle. For more information, take a look at this page.
This setup will allow you to toggle between the different effects in your shader, so that you can debug the effects by themselves.
Creating A Shader That Allows You To Select The Algorithm
By using the power of Keyword Enums, you can create the ability to easily switch between your algorithms, without all the commenting code maneuvering. Keyword Enums have a limit of 9 Keywords, so I had to get creative in my switching logic.
Now when you select a Keyword from the dropdown in Unity, it will change the active algorithm. With this, your shader should be good to go. I recommend copy pasting the shader code below, so that you can get a full view of the complete shader, in case yours is messy.
The Complete Shader
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Get up close and personal with the local wild dolphins and enjoy an exhilarating ride on Rockingham Wild Encounters adventure boat!
Meet Logo, Boomerang or any of over 200 dolphins that the Rockingham Wild Encounters team have come to know as friends. You may see mothers with newly-born calves, learn how they use stingrays to catch octopus or see them spectacularly leaping from the wake of the boat! Some days, the dolphins are natural performers and playfully approach the boat to greet their visitors. Other days, the tour boat quietly sneak alongside and watch them sleep!
Rockingham Wild Encounters even have an underwater microphone to listen in to the clicks and whistles of the dolphins echo location. After spending some quality time with the dolphins, your cruise returns through the wildlife conservation zone of the marine park to visit the sea lions at Seal Island and to take advantage of any other wildlife viewing opportunities. Regular sightings include pelicans, ospreys, stingrays, cormorants, terns and more!
Seeing wild dolphins at play in their natural habitat.
Enjoying the exhilarating ride on Rockingham Wild Encounter's Adventure Boat, a 12 metre RHIB designed for speed, comfort and to allow passengers a more direct connection with the environment and the wildlife.
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Celebrities Entertainment Alicia Hannah: Top 10 Must-Know Facts About TV Actress
Alicia Hannah: Top 10 Must-Know Facts About TV Actress
Alicia Hannah (TV Actress) was born on the 28th of July, 1987. She was born in 1980s, in Millennials Generation. Her birth sign is Leo and her life path number is 6. Alicia's birth flower is Larkspur and birthstone is Ruby. What does this all mean? Let's find out!
Discover all the facts that no one tells you about Alicia Hannah below ↓
NAME: Alicia Hannah
REAL NAME: Alicia Hannah Kim
NICKNAME: Alicia Hannah Kim, Alicia Hannah, Alicia Kim
BIRTHPLACE: Sydney, Australia
ETHNICITY: Multiracial
Alicia Hannah, best known for being a TV Actress, was born in Sydney, Australia on Tuesday, July 28, 1987. Australian actress who has made a name for herself with parts on American television shows like Crash, Grey's Anatomy and General Hospital. She has also been seen in films like 2006's Candy and 2012's Holiday Road.
Family: She married Vampire Diaries actor Sebastian Roche in 2014. Alicia Hannah father's name is under review and mother unknown at this time. We will continue to update details on Alicia Hannah's family.
Education: Alicia Hannah Kim attended Stella Adler Academy Los Angeles.
Dating: According to CelebsCouples, Alicia Hannah is married Sebastian Roche.
Net Worth: Online estimates of Alicia Hannah's net worth vary. It's easy to predict her income, but it's much harder to know how much she has spent over the years. CelebsMoney and NetWorthStatus does a good job of breaking most of it down.
2. Alicia Hannah's zodiac sign is Leo
Alicia Hannah zodiac sign is a Leo. July 23 - August 22. Leos tend to have almost a royal air about them. Many Leos will have a large group of friends that adore them. They are brave, playful, leader, fun, warm, protective, generous, and charismatic. Although, they can be egotistical, dominating, stubborn, controlling, and a show-off.
BORN IN THE YEAR OF THE: Rabbit
RULING PLANET: Sun
The Australian tv actress has been alive for 12,969 days or 311,277 hours. There were precisely 440 full moons after her birth to this day.
BORN ON: Tuesday
GENERATION: Millennials Generation
Alicia Hannah was born on a Tuesday. People born on Tuesdays come with a fiery, fighting spirit. They are brave, impatient, energetic, active, and driven to succeed, sometimes to a fault.
Countdown to Alicia Hannah's next birthday.
Alicia Hannah will be turning 36.
4. On Alicia Hannah's birthday
The world's population was 5,055,636,132 and there were an estimated year babies born throughout the world in 1987, Ronald Reagan (Republican) was the president of the United States, and the number one song on Billboard 100 was "Shakedown" by Bob Seger.
5. Alicia Hannah's height and weight
We're currently in process of confirming all details such as Alicia Hannah's height, weight, and other stats. If there is any information missing, we will be updating this page soon. If you any have tips or corrections, please send them our way.
6. The Year of the Rabbit
Alicia Hannah was born in the Year of the Rabbit. People with Chinese zodiac Rabbit sign usually impress others with an image of tenderness, grace and sensitive. They are romantic in relationship, having a high demand in life quality. They avoid arguing with others, and have a capability of converting an enemy into a friend. Their strengths are gentle, sensitive, compassionate, amiable, modest, and merciful. But they can also be amorous, hesitant, stubborn, timid, conservative. Their lucky numbers are 3, 4, 9, and lucky colors are red, blue, pink, purple.
7. Alicia Hannah's life path number is 6
8. Millennials Generation
Alicia Hannah was born in the middle of Millennials Generation.
9. Alicia Hannah's birthstone is Ruby
Red rubies are tokens of harmony and peace. Their beauty speaks of strength and nobility of character. It was believed to protect its wearer from evil. Traditionally, the ruby has been regarded by ancient Hindus as the "king of gems"
10. Alicia Hannah's birth flower is Larkspur
Larkspurs symbolize positivity and love. They come in a wide range of vibrant colors including indigo, purple and pink.

redpajama_set_name: RedPajamaCommonCrawl


Many people who have either long term disability insurance or long term care insurance are confused when their insurance does not cover certain things that the other type of insurance is meant to cover. It is very important to know exactly what a certain type of insurance will cover before applying for it. Find out what type of insurance is more likely to help you in the event of a serious injury.
Long Term Disability Insurance was created to give back a certain percentage of your earning potential after an individual receives a disabling injury on the job site and is no longer able to perform the occupations he or she was trained in. On average, this type of insurance covers about 60 percent of wages that would normally be earned. The time period for coverage is usually between five to ten years but differs from policy to policy.
Long term care insurance differs from LTD insurance in that it is not meant to supplement your income in the event of an accident. It is supposed provide a certain amount of coverage for expenses if the carrier needs to receive long term care in a nursing home, assisted-living facility, or home-care program. If a doctor declares that an individual needs assistance with daily living activities, LTC insurance should kick in.


Last analysis expected a little more upwards movement from gold to one of two targets, 1,296 or 1,349, before a short term trend change. The trend change would be confirmed with movement below 1,267.60.
Price did move a little higher to 1,300.93, $4.93 above the first target, and may have turned down. We do not have confirmation of this short term trend change yet. We may use the channel on the hourly chart and 1,267.60.
Intermediate wave (4) may last about three to six weeks, depending upon what structure it takes. Intermediate wave (2) lasted three weeks and was a deep 66% zigzag. Intermediate wave (4) so far has lasted almost three weeks and I would expect it is incomplete. It is most likely to be a relatively shallow flat, triangle or combination. All these structures are more time consuming than a brief zigzag.
Within intermediate wave (4) minor wave A is probably now complete.
Within minor wave A minute wave c is 5.41 longer than equality with minute wave a.
Ratios within minute wave c are: minuette wave (iii) is 4.22 longer than equality with minuette wave (i), and minuette wave (v) is just 0.71 longer than 0.618 the length of minuette wave (i).
We need to see this parallel channel drawn about minor wave A clearly breached by downwards movement to have confidence in this short term trend change.
If intermediate wave (4) is unfolding as a flat correction then within it minor wave B must reach to a minimum of 90% the length of minor wave A at 1,192.45. Minor wave B may make a new low below the start of minor wave A at 1,180.40 and in fact is reasonably likely to do so because the most common type of flat is an expanded flat which would require minor wave B to reach 105% the length of minor wave A at 1,174.37.
If the next downwards movement fails to reach 1,192.45 or below then there are other structural possibilities for intermediate wave (4). It may be unfolding as a contracting or barrier triangle, or it may be a double zigzag, or a double combination.
All the structural possibilities for intermediate wave (4) at this stage require a three wave structure to unfold downwards which should last a few days and should take price below the parallel channel drawn here on the hourly chart.


* The Cathedral is open daily except Christmas Eve, Great Friday and White Saturday.
The oldest Cistercian cathedral in Bohemia dates back to the middle of the 12th century, the time of the largest expansion of the Cistercian Order. The first community of monks came from the Waldsassen monastery in Bavaria. In contrast to the then tradition of linking the establishment of the monastery with the colonization of the adjacent territory, the Sedlec monastery was established in a heavily populated area. The founder's settlement was established in the centre with several smaller churches around whose brickwork is still preserved as part of the baroque convent to the present day.


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Public Voting For The Inkwell Awards Open From February 23-29
Ballots live for a week!
You are here: HomeNewsPublic Voting For The Inkwell Awards Open From February 23-29
BY Bob Almond
(FOR IMMEDIATE RELEASE: New Bedford, MA/USA—February 21 2020) The Inkwell Awards, the only non-profit organization devoted to public education and promotion of the art of comic book inking, is asking fans and professionals to choose their industry favorites. The official public ballot will be available on the Inkwells' homepage from February 23 through 29.
Voting is open to all in five categories: "Favorite Inker," "Most Adaptable," "Props" (inkers deserving more attention), "The S.P.A.M.I." (Small Press And Mainstream/Independent for non-Marvel/DC work) and "All-In-One" for artists who ink their own pencils. The ballot covers all printed American comic books cover-dated 2019.
"This is the second ballot with our revamped nomination procedure where inkers could submit their work in addition to those chosen by our internal nomination committee," said Bob Almond, founder and director of The Inkwell Awards. "It made a huge difference and we're thrilled to see many inkers submit their own work and several get nominated."
He also added, "For years, too many inkers are passed over and go unnoticed by most awards events. Ours caters specifically to ink artists, allowing them to be recognized and appreciated for their best work. We encourage any and all who appreciate great artwork to participate and share on social media; the more voters, the better."
The winners, along with the internally-chosen lifetime achievement accolades, the Joe Sinnott Hall of Fame award and the Stacey Aragon Special Recognition Award (SASRA), will be announced at the live awards ceremony during The Great Philadelphia Comic Con! in Oaks, PA the weekend of April 3-5.
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text:
vetting (n.)
1918, verbal noun from vet (v.).
Entries linking to vetting
vet (v.)
"to submit (an animal) to veterinary care," 1891, from veterinarian. The colloquial sense of "subject (something) to careful examination" (as of an animal by a veterinarian, especially of a horse before a race) is attested by 1901. Related: Vetted; vetting.
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Etymology of vetting by etymonline
Harper, D. (n.d.). Etymology of vetting. Online Etymology Dictionary. Retrieved $(datetime), from https://www.etymonline.com/word/vetting
Harper Douglas, "Etymology of vetting," Online Etymology Dictionary, accessed $(datetime), https://www.etymonline.com/word/vetting.
Harper, Douglas. "Etymology of vetting." Online Etymology Dictionary, https://www.etymonline.com/word/vetting. Accessed $(datetimeMla).
D. Harper. "Etymology of vetting." Online Etymology Dictionary. https://www.etymonline.com/word/vetting (accessed $(datetime)).
Dictionary entries near vetting
vexation
vexatious


One of our big drivers this year is to get our children out into the community and bring members of the community into the school. Yes, the children are at the heart of all that we do, the reason schools exist, it cannot be all about them. We have an opportunity to learn how to reciprocate, to give, to care.
The stars aligned when we had an opportunity to give back to the new Seatoun Village Community Centre this weekend. Tying in beautifully with the term's focus on Manaakitanga (care and respect) and 'Who is in my Backyard?' Inquiry, our seniors gifted two exquisite artworks.
The first a wonderful sculptural piece depicting the legend of Wellington Harbour.
The second, a fabulous artwork of Seatoun made using a stencilling technique.
The Community Trust were delighted with the koha. There is planning for a Pizza Day in the wings. Not only a Student Council fundraiser initiative, it will also be an opportunity to make more than we need and gift food to an organisation who supports those in need. The baking went down a treat at St Aidan's Café - thank you.
Filmmakers, writers, Reverend Tim at St Aidans, Refugees and Migrant Service, Compassion Centre.... small groups out and about, large groups out and about… we can confidently state we are realising that big goal!
If we think interpersonal skills, key competencies of relating to others, participating and contributing, there are learning and development opportunities aplenty.


text:
'Shoot well' is what they say to each-other
See UPDATE at the bottom of this report: Young local bow hunter achieves a rare feat.
The Ormiston family (pictured) is proof that bow hunting is a family sport: Casey, 11, and Hayden, 14, are third generation. They started when they were around five years old. Mum Donna is a relative late-comer but dad Damien learned it from his parents.
The four from Moranbah in Queensland are among 160 competitors in the Australian Nationals held on the sprawling 78 hectare grounds of the Dead Centre Bow Hunters, native bushland between Roe Creek and the southern flank of a pretty mountain range on the south-western edge of Alice Springs.
The area is dotted with targets at ground level, topped with bales stuffed with bubble wrap to stop arrows that fly a bit too high.
It's a motley crew, aged from pre-teens to 80 years plus. One is shooting from a wheelchair adapted for the bush tracks cris-crossing the two shooting ranges.
Another competitor, Brett Paddison (pictured), from Maitland, NSW, lost the use of his right arm in a car accident 15 years ago. He pulls the string with his teeth.
Looking the part is paid a fair amount of attention: Young competitor Robert Rowe wears a Robin Hood hat.
One hunter has a quiver made from the skin of a goat he had brought down with his arrow.
Some members hunt live game, not in these nationals, and always feral animals.
Killing native animals is a strict no-no within the sport, says Shoot Director Trevor Pickett.
About a third of the competitors are women.
The equipment is equally diverse, ranging from "stick and string" long bows to sophisticated gadgets working with pulleys and springs, fitted with optical sights and lights indicating when the optimal tension is reached.
Prices range from $500 to $2500, "no more than a set of golf sticks, but we have more fun," says one competitor.
There is an equivalent to a hole in one: Shooting your arrow into the back of another stuck in the bullseye.
A complex system of handicaps adjusts differences in age, equipment and skill.
The ranges can be varied infinitely, by moving the targets around. These comps use two ranges, one flat and the other taking in some of the hill.
Each range has 20 targets and each target – usually the image of a feral animal – has a centre zone (A), a bigger zone (B) and the whole animal (C). The maximum score is 400 – hitting "A" every time.
It is a sport that is as social as it is demanding: Competitors move around in groups of four or five, but a round takes about two hours to complete and there are usually two rounds a day, morning and afternoon.
There are events with three arrows per target, or just one. In some cases the distance to the target is constant, in others it varies, challenging the shooter's ability to adjust.
The 35 degree weather doesn't seem to faze anyone, but Mr Pickett, during the musters, urges the filling of water bottles.
The club's facilities are simple but adequate – dongas and tin sheds, supplemented for the event with mobile loos. There's lots of space for camping.
Locals bow hunters have set up camp with visitors who had travelled in caravans and motor homes from most Australian states for the 10 day event.
Most know each-other from earlier fixtures of the sport that has 7000 members nation-wide, making for jovial evenings around the campfire.
About half the competitors arrived by air.
"Many people comment that our shooting ranges are amongst the most picturesque in the country," says local club member Ray Rowe, proud to show off "how good Alice Springs is at organising a national comp".
PHOTOS from top: Lining up for a muster • Brett Paddison • Yarning before a round • Robert Rowe (Alice Springs) in Robin Hood look • Joshua Ford (Buluru, NSW) sports a Davy Crockett look • Young competitors • Shannon Hitchen (SA) kitted up for action •
Robert Rowe (pictured) was admitted to the Fellowship Robin Hood, when his arrow pierced the end of his competitor's arrow, and ended up inside of it.
To achieve that feat is the equivalent of a hole in one in golf. To do it in a competition is rare, but to do it at a national titles is very special.
Robert gained first place in his division.
Now he is off to compete in the Lasseters Easter mountain biking in the Alice, doing two stages in the Easter Mini.
Posted: March 31, 2018 at 1:28 pm ⋅ ⋅ Post a comment


The nominations have been announced the for 7th Annual Asian Film Awards.
Leading with six nominations each were 浮城谜事 (Mystery) by 娄烨 (Lou Ye) and 범죄와의 전쟁 : 나쁜놈들 전성시대 (Nameless Gangsters: Rules of the Time) by 윤종빈 (Yun Jong-bin). The latter movie, however, was not nominated for Best Film.
Competing against Mystery for Best Film are 毒戰 (Drug War), Gangs of वासेपुर I & II (Gangs Of Wasseypur Part 1 & 2), アウトレイジ ビヨンド (Outrage Beyond), and 피에타 (Pieta). All Best Film nominees were also nominated for Best Director except 杜琪峰 (Johnnie To) for Drug War. Instead, Abbas Kiarostami took the fifth spot for ライク・サムワン・イン・ラブ (Like Someone In Love).
30 films from 9 countries compete in the Asian Film Awards' 14 categories. India has four nominated films for the first time, while countries such as Singapore, Thailand, Indonesia and Malaysia were shut out. Winners will be selected by a jury headed by 劉德華 (Andy Lau).
The 7th annual Asian Film Awards ceremony takes place in the Grand Hall of the Hong Kong Convention and Exhibition Centre on March 18, 2013, the opening night of the Hong Kong International Film Festival.