Hi all
Can someone give me some tips and tricks to make this render more realistic.
I think it's makes cartoon and would like to achive a photoreal image
Crits and comments are welcome.
thanks in advance.
help needed (photorealistic render)
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Important notice: All artwork submitted on our public gallery forums gallery forums may or may not be used by OTOY for publication on our website gallery.
If you do not want us to publish your art, please mention it in your post clearly. (put a very red small diagonal cross in the left right corner of the image)
Any images already published on the gallery will be removed if the original author asks us to do so.
We recommend placing your credits on the images so you benefit from the exposure too, and use a minimum image width of 1200 pixels, and use pathtracing or PMC. Thanks for your attention, The OctaneRender Team.
For new users: this forum is moderated. Your first post will appear only after it has been reviewed by a moderator, so it will not show up immediately.
This is necessary to avoid this forum being flooded by spam.
Hi bicket,
Looking good...
I'm not much of a 3d artist so don't take my suggestions as law but here are my thoughts
1) Use the alpha channel so you can composite in a sky with some clouds.
2) What kernel are you using? This looks like direct lighting? PMC will give you more realistic results. If you like the cleanliness of the DL kernel then you can blend both in post processing.
3) The building materials seem to look a little flat (in particular the roof). You may need to tweak these to make their texture more visible, scale and/or increased bump mapping.
4) Add a number to the blue cars number plate
5) I am noticing the pitch black through the windows too. Not much you can do here unless you want to model some interior too :/ But you could add some architectural glass (glossy material with full reflection and a falloff map to control the opacity) see http://render.otoy.com/forum/viewtopic.php?f=21&t=23483 or look for "glass fake falloff" in the LiveDB under Materials-> Non-Organic -> Glass.
Hope that helps!
EDIT for the update:
I like this more...
1) still think about composting in some clouds.
2) Looks like this one is PMC? Maybe blend the two because i like the contrast in the first one but the materials come out a lot more visible on the update.
3) Glass would still look good i think, and a number on the number plate
Thanks
Chris.
Looking good...
I'm not much of a 3d artist so don't take my suggestions as law but here are my thoughts

1) Use the alpha channel so you can composite in a sky with some clouds.
2) What kernel are you using? This looks like direct lighting? PMC will give you more realistic results. If you like the cleanliness of the DL kernel then you can blend both in post processing.
3) The building materials seem to look a little flat (in particular the roof). You may need to tweak these to make their texture more visible, scale and/or increased bump mapping.
4) Add a number to the blue cars number plate

5) I am noticing the pitch black through the windows too. Not much you can do here unless you want to model some interior too :/ But you could add some architectural glass (glossy material with full reflection and a falloff map to control the opacity) see http://render.otoy.com/forum/viewtopic.php?f=21&t=23483 or look for "glass fake falloff" in the LiveDB under Materials-> Non-Organic -> Glass.
Hope that helps!
EDIT for the update:
I like this more...
1) still think about composting in some clouds.
2) Looks like this one is PMC? Maybe blend the two because i like the contrast in the first one but the materials come out a lot more visible on the update.
3) Glass would still look good i think, and a number on the number plate

Thanks
Chris.
- FractalBuddha
- Posts: 73
- Joined: Sat Oct 22, 2011 2:26 am
Hi,
I am only an amateur but I like to make things look real
I recently tried with my work place. http://render.otoy.com/forum/viewtopic.php?f=5&t=23588
I think you could try this :
-Add more randomness in your objects positions ( Turn the front wheels of the cars, the BBQ could be less straight )
-The grass is too perfect, you could add some weed and different size of grass. A grass land could be more yellow than the other or longer.
-You could had some relief on the grass land and on the road.
-The textures needs some bumps, alpha, roughness, glossiness .... You could had some dirt on the walls and the roof.
-The road texture is not very realistic.
-Make sure you render in PMC or Pathtracing.
-Take some pictures of houses to see what make them real.

I am only an amateur but I like to make things look real

I recently tried with my work place. http://render.otoy.com/forum/viewtopic.php?f=5&t=23588
I think you could try this :
-Add more randomness in your objects positions ( Turn the front wheels of the cars, the BBQ could be less straight )
-The grass is too perfect, you could add some weed and different size of grass. A grass land could be more yellow than the other or longer.
-You could had some relief on the grass land and on the road.
-The textures needs some bumps, alpha, roughness, glossiness .... You could had some dirt on the walls and the roof.
-The road texture is not very realistic.
-Make sure you render in PMC or Pathtracing.
-Take some pictures of houses to see what make them real.

Imagine reality
2 x GTX 560 | i7 | windows 7
2 x GTX 560 | i7 | windows 7
- gabrielefx
- Posts: 1701
- Joined: Wed Sep 28, 2011 2:00 pm
it's flat because the camera position.
No perspective, no dynamic image
You could render your model totally white, the camera position write the message, what we mean with our subject, model.
Try to do a photography course and you'll learn how to compose the image.
Also photoshop today give personality to the image.
The 3d render it's only one puzzle's piece.
No perspective, no dynamic image
You could render your model totally white, the camera position write the message, what we mean with our subject, model.
Try to do a photography course and you'll learn how to compose the image.
Also photoshop today give personality to the image.
The 3d render it's only one puzzle's piece.
quad Titan Kepler 6GB + quad Titan X Pascal 12GB + quad GTX1080 8GB + dual GTX1080Ti 11GB
Hi Gabriel
Thanks for your advice. The goal of this picture is to show de roof of the house (the client sells roof tiles) and the camera is there choose, I can't do anything with the composition...
FooZe, FractalBuddha, i'll try to follow your tips, Thanks
Thanks for your advice. The goal of this picture is to show de roof of the house (the client sells roof tiles) and the camera is there choose, I can't do anything with the composition...
FooZe, FractalBuddha, i'll try to follow your tips, Thanks
I think then with this image, you need to spend some more time with the roof tile material,
are they installed by hand? and what are they made of - I think having them as a mix between a glossy and diffuse material
wouldn't hurt, as they do look a bit flat, and even if they are matte plastic, they still would some a tiny bit of reflection, they probably would have
little rounded edges to them?
if they are installed by hand, then I think they would be tiny variations in height and rotation too
and then generally over the model of the new-build, you also need some chamfered edges - too many sharp 'cgi' edges
finally, cgi is always too saturated colour wise, so a quick way round this is to add a new layer in photoshop, fill it with black, with it's transfer mode set to 'hue'
and make it 10% transparent or whatever..
hope the above helps!
are they installed by hand? and what are they made of - I think having them as a mix between a glossy and diffuse material
wouldn't hurt, as they do look a bit flat, and even if they are matte plastic, they still would some a tiny bit of reflection, they probably would have
little rounded edges to them?
if they are installed by hand, then I think they would be tiny variations in height and rotation too
and then generally over the model of the new-build, you also need some chamfered edges - too many sharp 'cgi' edges
finally, cgi is always too saturated colour wise, so a quick way round this is to add a new layer in photoshop, fill it with black, with it's transfer mode set to 'hue'
and make it 10% transparent or whatever..
hope the above helps!
workstation well past its sell-by-date, Vista 64 bit (!) with a pitiful amount of RAM, re-invigorated with a GX 590
3ds Max Design 2011 (have 2013 but can't be bothered to re-do all the UI), CS5, and that free z-brush program, whatever it's called
3ds Max Design 2011 (have 2013 but can't be bothered to re-do all the UI), CS5, and that free z-brush program, whatever it's called
The palm on the bottom is too symmetrical. It looks like a travelers palm, which I have in by back yard. The leaves would never all be the same length. I don't know if you created it, or downloaded it, but it was the first thing I noticed when I saw the image because nothing like that would exist in nature.
Intel quad core i5 @ 4.0 ghz | 8 gigs of Ram | Geforce GTX 470 - 1.25 gigs of Ram
Hi kavorkakavorka wrote:The palm on the bottom is too symmetrical. It looks like a travelers palm, which I have in by back yard. The leaves would never all be the same length. I don't know if you created it, or downloaded it, but it was the first thing I noticed when I saw the image because nothing like that would exist in nature.
you should give your travelers palm some evermotion fertilizer. Sure it will become symmetrical
