Hasselblad 500

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FractalBuddha
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I repeat your work on this project is amazing and I am not near to make this kind of realism :)
But, to reduce the quantity of words I will said what I think could be improved straightforward :p It is just opinions to help.
I looked to Hasselblads real pictures and tried to find out what make the eyes know your render is not real.

http://www.spacewalker.jp/mt/spacewalke ... blad1l.jpg
This camera is very clean and have the same kind of background. It almost look rendered :P
To make a render realistic, maybe it is not just the geometry and the textures but also all the imperfections caused by the camera: chromatic distortion, bloom, deep of field, grain..
When we look to a picture, we know that to be real, it had to be taken by a real camera.
For example, the render of the two metallic chairs ( fourth render) in this post confused me.
http://www.refractivesoftware.com/forum ... =6&t=13268

On this picture, I have the impression you separated the camera with Photoshop because the blur cut too fast on the handle and the top.
http://img444.imageshack.us/img444/1742 ... mvw01a.jpg

http://vieiracoins.files.wordpress.com/ ... 200025.jpg
On this picture the lens have allot of deep scratches and the metal seam more specular.
Traces of finger and deep scratches give a non-uniform reflection on the metal.

http://www.spacewalker.jp/mt/spacewalke ... blad6l.jpg
We can see some dust and the specularity is higher.
The scratches on the metal are very fine.
On the lens we can see concentric scratches caused by the machinery tool.

That's it for now. I spend more than an hour too find all those :P
Last edited by FractalBuddha on Mon Feb 27, 2012 9:17 pm, edited 3 times in total.
Imagine reality

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Tugpsx
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Magog wrote:Hello Fractal,
first of all thanks for the answer.
As for the photo-realism in general, I think everything depends on the background.
Surely, with a background would have given a whole other level of photorealistic rendering as a whole, but as I wrote in the Making of, I deliberately sought this final surrender. Enhancing more the object with a composition of the study. If I put on a table with papers and films, you would lose that sense of importance that I give. This is the thought that I did when I made the setup for the steel. My2Cent
If the problem is given by some material or light, I would be happy if you could tell me where is the mistake in order to correct and improve. It is said that my method or idea is correct, then I'm open to any advice that I also help to analyze my work with more objectivity. :)
I must say a hearty thanks for your tutorial and How-To document. That was very impressive.
The hints and tips on Octane settings were well appriciated.
Last edited by Tugpsx on Mon Feb 27, 2012 6:42 pm, edited 1 time in total.
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FractalBuddha
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Yes, thank you for the tutorial :)
Imagine reality

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Magog
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@Karo: Grazie tante!
@Tugpsx: I'm glad you enjoyed it.

@Fractal:
WoW! Analysis and comments very useful and detailed, and you're right for each individual note.
Surely I need to improve the method of observation and method to apply to my workflow to get to a level greater photorealism.
Thank you so much for these tips very useful and very valuable, I'll try to put it to good use in future work, and thanks for the precious time that you gave me.
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KaroBastardKiter
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Spot on FractalBuddha, thank you for your commentaries, v useful for a rookie like me :lol:
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paovan
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Sono senza parole....complimenti, spero un giorno di riuscire a fare questi capolavori....
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evo
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i've lost the post here!! my best compliment anyway in addition of those in treddi!
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RIBS_stairs
http://www.refractivesoftware.com/forum ... =5&t=17973
paoloverona
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super Magog!
avevo già visto le foto su treddi ma sono come quadri...non ci si stanca mai di vederli :D
Super grazie per aver condiviso tante informazioni utili.

Saluti, Paolo
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marcio_max
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His work was literally photo! :lol:
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Magog
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WoW! I had not noticed the last comment, I have not received notification by mail!
Thanks so much for the comments, thank you!

E grazie allo staff italiano! :D
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