Photo-real characters. A different approach.

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  • IllucidIllucid Posts: 25

    Just for the sake of clarity, Filmic Blender renders with more dynamic range than a regular IRay render? But with IRay you can use canvases (as described here: Esemwy's Guide) to do something similar?

  • bluejauntebluejaunte Posts: 1,923
    Illucid said:

    Just for the sake of clarity, Filmic Blender renders with more dynamic range than a regular IRay render? But with IRay you can use canvases (as described here: Esemwy's Guide) to do something similar?

    No, it takes an exr from Iray (rendered through canvas) or a render out of Cycles and tone-maps it in a certain way. It's a bit like using more than one exposure from a RAW photo and combining that into one fake HDR photo.

  • j cadej cade Posts: 2,310
    edited April 2018
    Illucid said:

    Just for the sake of clarity, Filmic Blender renders with more dynamic range than a regular IRay render? But with IRay you can use canvases (as described here: Esemwy's Guide) to do something similar?

    It takes a that high dynamic range image, like the canvas out of iray and transforms that data so that more of that color information is displayed on your screen... I generally render canvasses out of iray and *then* bring them into blender for compositing and tonemapping

    Basically canvases (the file output is an exr) contain a lot of data, but that data is linear. Good for math and therefore compositing but how that data is displayed is messy. As suggested by the name, high dynamic range images like .exrs contain, well, a high dynamic range in the file this means brightness values greater than 1. But your screen display is set up on a 0-1 range so how best do we make it display that information? The filmic transform is one of those methods to transform linear data into a displayed image that enables you as much of that information visible (less things blown out white) while also being visually appealing. If you want a better and more in-depth description this http://blog.thepixelary.com/post/160247878572/filmic-colors-in-blender-and-light-linearity has photos and is much clearer than i could ever be
    Post edited by j cade on
  • PhilWPhilW Posts: 5,148

    When a renderer such as iRay or Cycles renders an image, it produces internally an HDRI image, so each pixel has a floating point value for each of red, green and blue, which can contain both subtle variations and extremes of light and dark. This then needs to be tone-mapped to produce the image we see on the screen which has only 256 levels for each of red, green and blue. The color space for screen display is what applies a gamma value of 2.2 as standard. Different tone-mapping profiles give a different look to the final image and can affect brightness, contrast, color tint, etc. I don't know how the Filmic profile varies from the standard iRay one.

  • agent unawaresagent unawares Posts: 3,513
    Gregorius said:

    My shader is essentially an attempted adaptation of a Blender shader that yielded impressive results.  It has three layers of SSS and Blinn reflection.

    Anyway, I've decided to do this by tackling one issue at a time.  Eyebrows first.  Better, worse, or about the same?

    About the same. Just looks like you lightened exactly the same shape and bump.

  • IllucidIllucid Posts: 25
    Illucid said:

    Just for the sake of clarity, Filmic Blender renders with more dynamic range than a regular IRay render? But with IRay you can use canvases (as described here: Esemwy's Guide) to do something similar?

    No, it takes an exr from Iray (rendered through canvas) or a render out of Cycles and tone-maps it in a certain way. It's a bit like using more than one exposure from a RAW photo and combining that into one fake HDR photo.

     

    So Filmic Blender is an alternative way to tone map. The Tone Mapping tab in IRay doesn't produce the same results, because it uses different software/methods to convert the full range of real colors into what can be displayed on our screens? In theory there could be a plugin that would use this alternative tone-mapping in DS itself?

  • bluejauntebluejaunte Posts: 1,923
    Illucid said:
    Illucid said:

    Just for the sake of clarity, Filmic Blender renders with more dynamic range than a regular IRay render? But with IRay you can use canvases (as described here: Esemwy's Guide) to do something similar?

    No, it takes an exr from Iray (rendered through canvas) or a render out of Cycles and tone-maps it in a certain way. It's a bit like using more than one exposure from a RAW photo and combining that into one fake HDR photo.

     

    So Filmic Blender is an alternative way to tone map. The Tone Mapping tab in IRay doesn't produce the same results, because it uses different software/methods to convert the full range of real colors into what can be displayed on our screens? In theory there could be a plugin that would use this alternative tone-mapping in DS itself?

    I would think so yeah, if a plugin can have access to that stuff. Not familiar with the Daz Studio API.

  • nicsttnicstt Posts: 11,715
    edited April 2018
    Gregorius said:

    My last few renders have all been tone mapped via a makeshift procedure to do for Poser renders what Filmic does for Blender.  I think I've done this before here, but since it's come up again, here's a simple JPG render compared with a tone mapped version.

    NORMAL JPG EXPORT FROM SUPERFLY

    RAW OUTPUT OF TONE MAPPING VIA FIREFLY RE-RENDER

    PHOTOSHOP RE-SHARPENING

    MILD CONTRAST ENHANCEMENT IN PHOTOSHOP

    I'm beginning to reconsider whether that last step is really necessary, or indeed if it's even a step backwards.  The re-sharpening is definitely a must, at least until I figure out why the FireFly re-render is always blurry.  What do you guys think?

    As you asked, I'm going to be picky, maybe even harsh; please forgive me.

    The skin doesn't look right; in particular for a man, where there is no stubble (although it is barely stubble), it is just far too smooth. The stubble itself is too perfectly smooth - I mean the divide between stubble and clean (ultra clean).

    The lack of any signs of facial hair kill it for me; it is the first thing I noticed. In some respects, the stubble draws attention to the lack elsewhere.

    The eyebrows look heavily mascarraed, basically they don't look real.

    The teeth are a little off, but one could probably get away with them.

    The eyes look decent, although the lack of eyelashes looks odd. There might be too little detail in the eyes from this distance, but they aren't what kill it for me; this can change (I've noticed in my own renders), once other things are fixed.

    The hair itself looks wrong; I can't describe what it looks like, only that it doesn't suggest something real.

    The facial features seem to lack any (or effectvely any) asymmetry; this is particularly noticeable in the cheekbones and eyes; shapeing one side of the chin so it doesn't mirror the other would also help. The same can be said of the eyebrows.

    He's a great render, if you're aiming for stylised; reminds me of Superman, even without the hair quiff/curl.

    Post edited by Chohole on
  • Affinity Photo will accept an OpenColorIO profile available online and work on exr files. I haven't tried it yet, but from videos it looks fairly easy. https://vimeo.com/192599627

  • nonesuch00nonesuch00 Posts: 18,333
    edited April 2018
    Gregorius said:

    The diffuse is blurry. The sclera has weird pink blotches instead of veins. The teeth kinda look like chalk. The eyebrows don't have hairs, and look like someone filled them in with eyeshadow and then smudged it. It is really difficult to critique minor tonemapping details when things like this stick out prominently. If you try your tonemapping techniques with a photorealistic texture, whether those techniques are making a difference will be easier to tell.

    Thanks for the clarification.  It's funny you should say that the blurriness is "prominent," since this seems to come up somewhat less consistently than other recurring critiques.  Anyway, I'm beginning to suspect that depth of field might be at least partly to blame.  I've only recently begun using it, so I'm definitely a novice, and these comments about my textures looking "blurry" only arose shortly after I added DOF to my workflow.  I had to tinker with the camera settings quite a bit to avoid the entire image coming out blurry enough for even me to notice it, so maybe I still didn't quite get it right.  I'm off to experiment.  Stay tuned as I keep trying!  In the meantime, here's a slightly older render with no DOF or tone mapping.  Does this look any better?

    As a non-texture making and non-sculpting audience viewer take my opinion for what you wish but...

    This sculpt and the Elvis sculpt are good but something looks wrong with the Reeves sculpt like the chin cleft is way too deep and wide most glaringly. 

    For the skins as a viewer your blurriness is OK if they were FHD renders and the entire 3D person was in the frame but they are too blurry and not detailed enough skin pore wise otherwise in closeups like you have shown in this thread.

    Regarding the size of Reeve's chin cleft it seems to be a makeup & camera trick Hollywood used as I looked pictures of him and it's only in the Superman movies to a great extent that I noticed.

    Post edited by nonesuch00 on
  • GregoriusGregorius Posts: 397

    I did some work on my characters' eye textures while awaiting feedback on my attempt to fix the eyebrows, and after getting said feedback, I tried again on the eyebrows.  This is the result.  I think the eyes at least should definitely look better, though I'm still not sure about the eyebrows, but I'll let you guys be the juidge.  Thoughts?

     

  • nonesuch00nonesuch00 Posts: 18,333
    Gregorius said:

    I did some work on my characters' eye textures while awaiting feedback on my attempt to fix the eyebrows, and after getting said feedback, I tried again on the eyebrows.  This is the result.  I think the eyes at least should definitely look better, though I'm still not sure about the eyebrows, but I'll let you guys be the juidge.  Thoughts?

     

    Most definately, the scelra need a bit of greying and yellowing but not too much.

  • GregoriusGregorius Posts: 397

    Most definately, the scelra need a bit of greying and yellowing but not too much.

    Thanks!  Do the eyebrows look any better?

  • j cadej cade Posts: 2,310
    Gregorius said:

    I did some work on my characters' eye textures while awaiting feedback on my attempt to fix the eyebrows, and after getting said feedback, I tried again on the eyebrows.  This is the result.  I think the eyes at least should definitely look better, though I'm still not sure about the eyebrows, but I'll let you guys be the juidge.  Thoughts?

     

     

    I still can't really see any individual strands in the eyebrows for reference here are my (very real) eyebrows

    The general form is made up of lots of individual strands

    Even If I were wearing makeup and things were more filled in, you would still be able to see all those strands.

     

    Can you in your image follow a single distinct line somewhere in your eyebrows that is more than a quarter inch long? Because I still cannot at all

  • agent unawaresagent unawares Posts: 3,513

    Much better sclera. As j cade says those eyebrows still are not looking like they're made out of hairs.

  • GregoriusGregorius Posts: 397

    I think I'm getting warmer, but again, I'll let you guys be the judge.

  • agent unawaresagent unawares Posts: 3,513

    Yeah, that's way, way closer. Towards the inner brow, you're probably going to want some vertical hairs, they usually turn that way.

  • GregoriusGregorius Posts: 397

    A bit more work on the eyebrows and eyes as well as some on the teeth and lips.

  • 3Diva3Diva Posts: 11,749

    I think this one really comes close, IMO (at least I think so right now, but I'll probably take a look at it tomorrow with fresh eyes and be like "nah, still far" lol). Anyway, TONIGHT I like it enough to sign it. Tomorrow, who knows. heheh :)

  • Sven DullahSven Dullah Posts: 7,621

     

    I think this one really comes close, IMO (at least I think so right now, but I'll probably take a look at it tomorrow with fresh eyes and be like "nah, still far" lol). Anyway, TONIGHT I like it enough to sign it. Tomorrow, who knows. heheh :)

    That's totally awesome!!!

  • AllenArtAllenArt Posts: 7,172
    j cade said:

    Why don't we just test it. Is this CG or a photo?

    It's a photo, but probably heavily processed with that tone. That hair has actual little frizzy sections I have never seen in CG. Ever.

    I definite have seen hair that real, though not out of DS. Hell even I can get pretty darn close in blender with only... moderate effort. and there are definitely people out there more skilled than I.

     

    Behold.

    It was a good excuse for me to practice my hair styling in blender, I could fiddle even more and get it better, but figured this was good enough for, you can definitely get little frizzy sections

    Holy hell...that looks amazing. If it weren't for that one little bend in the lower right front, I would have thought it was real.

    Laurie

  • AllenArtAllenArt Posts: 7,172
    j cade said:

    Okay so I fiddled more with the hair styling... absolutely obsessive hair styling, so much moving around tiny clumps of strands. Then I figured I might as well stick it on an actual character. Technically this is still a test render. Mind you it did take test render level speed. Nine and a half minutes to render, and there's even a bit of DOF too, Cycles is officially kicking Iray's kiester on the speed front. Everytime I finish a render in Cycles I wonder why I ever use anything else, And then I remember thebunches of renders in cycles I never finished because the setup time can suck.

    Anyone notice anything super off before I render full sized?

    Fantastic. You really have the asymmetry thing down :). The hair looks incredible.

    Laurie

  • GregoriusGregorius Posts: 397

    Here's the current state-of-my-art eyebrows and eyes!

    And here's our girl Kumiko with her new eyebrows, eyes, lips, and teeth.

    Feedback is welcome!

  • bluejauntebluejaunte Posts: 1,923

    That's excellent diva! If I had to nitpick, the hair falling down in front of her and covering the face partially while she looks up is a bit strange. And perhaps the eyes are looking a bit too dead on straight. Pretty minor stuff though. Looks real at first glance, always a good sign. Excellent hand detail, that would have easily given away that it's CG  if it wasn't there with the hand so prominent.

  • Diva, the face and pose look good. The hand doesn't seem to have enough substance/thickness/fleshiness... maybe it's an angle thing. But it's very promising.

  • gederixgederix Posts: 390
    edited April 2018

     

    I think this one really comes close, IMO (at least I think so right now, but I'll probably take a look at it tomorrow with fresh eyes and be like "nah, still far" lol). Anyway, TONIGHT I like it enough to sign it. Tomorrow, who knows. heheh :)

    Disagree with above comment, the hand looks awesome, as does her face. Very nice work. In a thread about photorealism this is IMO one of the better examples.

    Post edited by gederix on
  • nonesuch00nonesuch00 Posts: 18,333
    edited April 2018

    I think this one really comes close, IMO (at least I think so right now, but I'll probably take a look at it tomorrow with fresh eyes and be like "nah, still far" lol). Anyway, TONIGHT I like it enough to sign it. Tomorrow, who knows. heheh :)

    That's very pretty and the hands are fine. My are so wierdly wrinkled too. 

    Post edited by nonesuch00 on
  •  

    j cade said:

    Iray exports out exrs with the value multipled by 1000 for some inexplicable reason. Add a color mix node set to multiply and set the other color to a grey with a H/S/V 0/0/.001.

    I discovered something very strange about this: if you use a remote render service (I used Nimbix), the resulting .exr files properly exposed, so this is definitely a Daz quirk. Your technique for dealing with teh over expose is interesting. I just use an exposure layer and push it down to somewhere in the -10 to -12 range.

  • drzapdrzap Posts: 795

    "And here's our girl Kumiko with her new eyebrows, eyes, lips, and teeth."

    I think the biggest problem with your renders (besides the hair) isn't in the geometry, but in the textures for your model.  Someone mentioned earlier, that they appear blurry.  I second that criticism.  Its as if you used low-resolution textures and stretched them over your model.  Either that or they were taken from a low rez source.  The result is a blurry, indistinct look.  I often see this results when someone uses software like Facegen to make a model.  In that case, there isn't much you can do.  A low res source will give you low res results.  If you are going for realism, then first you have to ditch the low-resolution textures.  That will make the biggest impact on your photo, IMO.

    "Anyone notice anything super off before I render full sized?"

     Nothing off, go directly to print. smiley     The render is not really photorealistic (more painterly-realistic), but still a very well done piece.

     

    "I think this one really comes close, IMO (at least I think so right now, but I'll probably take a look at it tomorrow with fresh eyes and be like "nah, still far" lol). "

    This is one of your better attempts. The middle shot (as opposed to the closeup render) seems to have done wonders for your character and the pose helps a lot too.  I think your skin shaders (which appear to me to look slightly on the jaundiced side) are perfect for the "story" this render looks to be telling.  I think storytelling is also an important factor in simulating realism.

  • GregoriusGregorius Posts: 397
    edited April 2018
    drzap said:

    "And here's our girl Kumiko with her new eyebrows, eyes, lips, and teeth."

    I think the biggest problem with your renders (besides the hair) isn't in the geometry, but in the textures for your model.  Someone mentioned earlier, that they appear blurry.  I second that criticism.  Its as if you used low-resolution textures and stretched them over your model.  Either that or they were taken from a low rez source.  The result is a blurry, indistinct look.  I often see this results when someone uses software like Facegen to make a model.  In that case, there isn't much you can do.  A low res source will give you low res results.  If you are going for realism, then first you have to ditch the low-resolution textures.  That will make the biggest impact on your photo, IMO.

    I was talking about the eye, eyebrow, and mouth textures, not the geometry. Anyway, I actually started with a high-res merchant resource.  I'm beginning to think the problem was my attempt to be more professional and have the bump map not just be little more than a grayscale version of the diffuse map.  I went into Photoshop and experimented until I found a decent method of separating pores and other 3D details, which would form the bump map, from mere color variation on the surface, which would form the diffuse map.  The process did involve a Surface Blur, though the bump map should restore most or all of the detail that was thus lost in the diffuse map.

    The results looked fine to me at the time, and for a few months afterwards, they  apparently looked fine to others as well.  That's what boggles my mind!  How is it that this blurriness, which has been there for months, only now seems noticeable?  I've made it clear on most of my published renders that I seek critique with respect to photo-realism, and yet while I certainly got plenty of critiques, this is thread is the first time those criticisms have suddenly tended to involve my skin textures looking "blurry."

    To be honest, at least from the camera distance Kumiko was rendered at, her skin still looks fine to me, which is why I'm suspicious that at least part of the problem may be that alot of us here are so used to looking at characters with 3D details (pores, small wrinkles, etc) baked into the diffuse map.  Nevertheless, I've been wrong before, so I'm off to experiment with some re-sharpening.

    Post edited by Gregorius on
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