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How to achieve " reality "


shadowthomas
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Hello all, I have an odd question; i've seen many renderings here that are indistingushable from a photographed existing real world object. Would someone be willing to give me a few pointers or tips ranging from camera and light settings, rendering tips..DMC vs. subdivision,

material settings anything would be appreciated.

 

Thanks,

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I think the question is too large to get a direct answer. I can say that DMC is a great filter, but has little to nothing to do with the realistic look of the end result. It helps the sharpness of objects appearance which adds to the realism, but default is good enough for most images.

 

One of the major components of photo-real (in my opinion) is post-production. Many people just get basic stuff out of their renders and save a lot of passes. Then they go to work in PS and really get nice stuff going.

 

All that said, a few tips would be:

 

>Lighting setups tend towards a softer and more natural look with HDRI's as the main light source.

 

>Materials tend to be much more reflective than we assume, but these reflections are blurry. Resolving this issue tends to make render times very long, so it is a balance.

 

>I think the first and foremost part of making images real is to use real world scales on things. Don't guess. build with dimension.

 

>These are the basics, but the rest is detail. Floorboards aren't uniform in look or size; chairs don't line up perfectly around a dining table; trees don't all look the same and grow to the same height;etc.. Randomize things and add a lot of detail - another thing that can add to your render times.

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Hi - I would say look at tons of interior design magazines and architectural photography books and strive to get the same effect / look.

 

Also - as someone mentioned elsewhere, Viscorbel has some excellent tutorials with scenes that are set up for a very reasonable price

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Study, study lots of hours screwing around with sittings and getting to know the software. One thing that helps me in the lighting is v-ray RT active shader. I apply override gray material on scene and then start dropping lights in scene. My work flow for lights is primary lights, fill light and then accent lights. I turn off primary lights when they are adjusted the way I want them. I then move on to the fill light and so on. I agree photoshop is where half the magic happens. You need to study architectural magazines and interior magazines. I am a firm believer in this. All of the content you model in your scene makes a difference on tricking the human eye. It's all about the details. Making it look like somebody just got up from a table to have a cup of coffee. I also believe in the study of color theory and light. How light works in the world reflections and refraction plays a big part in making your textures good. Take care and happy rendering!!!!!

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