Photo-real characters. A different approach.

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Comments

  • EtheralEtheral Posts: 91

     

    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.

    I think the problem is that the exported exr has tone mapping disabled. If you turn off tone mapping, the normal renderered output looks the same as the exr.

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

     

    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.

    I think the problem is that the exported exr has tone mapping disabled. If you turn off tone mapping, the normal renderered output looks the same as the exr.

    Yeah. The first thing I do when tonemapping an image is set the exposure close to where I had it in DS to get good lighting, and the brightness is usually right on track. (the weird thing is, I swear to god DS is applying gamma correction to the exrs, because I never have to).

  • Rashad CarterRashad Carter Posts: 1,803

     

    j cade said:
    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

    Gregorius,

    Firstly I commend what you are trying to do here. I think much of what you are doing is moving in the right direction. I actually think the things you are doing with the bump mapping are working well in that regard. So bravo on the bump map itself. What is off for me mostly is the color range, Human beings simply arent that uniform of a red tone. One of the biggest issues is that we tend to focus too much on adding redness and forget that we need greenish and blueish aspects as well. Notice in the image of jCade's real brows how much color variation there is in just that small part of the face. The skin looks more green that red. Now we can admit that the coloring of lights can have a huge impact on the look of skin, but for a skin to end up as red as the examples you;ve posted there would need to be some strong red biasign of the light. I get the felling that your lights are actually more grayscale, so the redness cannot be explained.

    Also, it is essentially IMPOSSIBLE to separate details such as pores and lines from a "real skin" photo capture. If you are sensitive enough to have opinions about the pores and lines in a skin texture, you are ready to start building your own skin texturs from scratch. Then and ONLY then will you truly have the control you want. All the best!

  • Rashad CarterRashad Carter Posts: 1,803

    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 :)

    This looks like a real photo. Absolutely convincing especially for those who have been given no reason to doubt the legitimacy of the image. Everything comes together perfectly, especially the hd morphing! Bravo!

  • Gr00vusGr00vus Posts: 372

    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 :)

    The figure looks great. I think the background is a bit off, it gets too blurry toward the top, I don't know if you're using depth of field here, or that's just what the image does, but its not quite right. Also the angle between your model and the background seems off, it might be less incongruous if we saw the rest of her in relation to the environment - is she falling, jumping, flying, or is the terrain behind her a hill or something that would rise vertically as it seems to be doing?

  • BlueIreneBlueIrene Posts: 1,318

    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 :)

    I like this a lot, especially the wrinkles on the hand. I'd agree with whoever it was though who said that the way the hair sits on the face looks immediately wrong - her head is tilted backwards but her hair looks to be falling forwards. Without a logical reason for the lay of the hair, if I were to see this image promoting a figure in the store I'd wonder if the seller was trying to hide a problem with the ears. This is not because I think sellers are that devious, it's just because I'm that cynical :)

  • MalandarMalandar Posts: 776
    Karuki said:

    I’ve managed to create a bit of a storm on social media with my Model @shudu.gram, google her. 

    I’m not sure how it happened, but for lots of reasons I think she does look hyper realistic and has managed to convince people. I think also that because your eye is so trained you’ll never be tricked.

    Yeah George takai posted a link to some article about it and the people complaining about it are friggin insane. Theyre all  talking about how you are so bad because you use a 3D model instead of "hiring a real black woman" lol.

  • AllenArtAllenArt Posts: 7,172
    Malandar said:
    Karuki said:

    I’ve managed to create a bit of a storm on social media with my Model @shudu.gram, google her. 

    I’m not sure how it happened, but for lots of reasons I think she does look hyper realistic and has managed to convince people. I think also that because your eye is so trained you’ll never be tricked.

    Yeah George takai posted a link to some article about it and the people complaining about it are friggin insane. Theyre all  talking about how you are so bad because you use a 3D model instead of "hiring a real black woman" lol.

    Oh ffs....*facepalm*

    Sometimes I think people need more to do. LOL

    Laurie

  • DustRiderDustRider Posts: 2,800
    Gregorius said:
    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.

    IIRC your using Superfly/Cycles?? I don't know much about it, or your shader set up (obviously). My guess is that what is causing all the comments about blurred textures is due to how you have set up your SSS. SSS will typically blur the details of an otherwise very detailed texture map if you don't have a detailed texture map in the SSS "node". If you do have a detailed texture map in your SSS node, then disregard my ignorant comment, if you don't, that might help both on the details, and general realism.

  • tridangtridang Posts: 0

    I think the problem is that we, as people that work with 3D models as a hobby, know they aren't real and fail to put ourselves in the perspective of the average person that sees our renders when we post them to sites like deviantArt. Those folks, unless they themseves work in a field where they deal with CGI on a daily basis, often can't tell the difference between a render and a photograph unless we say something to indicate it isn't a photo.

    This!

    I show quality images to my coworkers that have never done anything with 3D and they are like 'how did you/they get this person to pose for this?" or "I didn't know you/they were into photography" types of comments

    The biggest issue I see with figures is most of them look derived from a DAZ figure and not far enough removed to think of the mesh as it's own identity like what you see when you look at a quality zbrush type of sculpt.

    This isnt correct. Congitive science tells us that humans first associate an object with what it is, now its constitution. Ex. When you see a mannequin you first see it as a real person because that is what the object represents. The clothes is seen as real clothes and your mind puts the total object together based on those objects as a reality not as separate artifical constructs. Its the same if yoi take that dressed store mannequin to primitive people they will try to talk to it, or the same as when a child interacts with her doll. It is only when the eyes look at the object and sell it is inanimate that we realise it is not real, very similar to when we talk to things like siri and alexa, when the mind detects inconsistency, in photos it would be the visual cognitive part of our experience of the object or subject. So if you show a humam computer render to a lay person their immediate bias would be its real. Dont tell them its cgi but ask them do they notice anything different, eventually the mind will work it out and override the natural response, another part of our cognitive perception.
  • tridangtridang Posts: 0
    Ooze3d said:

    Hi all!

     

    Wow! This thread really exploded! I'll answer to some very good points I've read after this post. I'm sorry I didn't add more in these past few days, but I was doing some research and trying new things.

     

    This is the first time I'm posting the character I'm working on and it's a very special moment for me because I've been tweaking her for a very long time.

     

    But first of all I want to talk a bit more about what makes a human render believable. As I said, I've only seen a few examples (most done with Arnold and lots and lots of maps and layers) which really made me stop and say "wow... that looks like a real person". Most of them took the route of playing with the symmetry and the flaws of an average everyday person to pump the realism (apart from amazingly complex skin, eye and hair shaders), but as I stated in my first post, I wanted to try a different path. Why? Because a very large chunk of the whole Daz/Poser community is focused on the creation of attractive women. Yes, there's another big chunk dedicated to males, but then again, it's usually good looking males, very close to what we can see in advertising and movies. So, not everyone, but a great number of people trying to reach for the look of a "perfect human".

     

    That being said, let's take a look at some pictures meant for advertising purposes. As we all can see, they're heavily photoshopped, with corrected symmetries, corrected colours, softened skins, erased marks, wrinkles and even pores, added highlights... Basically the full range of details used to make a render more lifelike is totally gone in these images, yet we can still identify these photos as real photos showing real human beings. Why?? I have to go back to my point about the eyes. If you take a look, the only thing we can't really mess much with in photoshop is the eyes. You can emphasise the colours, the contrast, even remove veins and details in the sclera, but the moment you touch the iris and the reflections, you're done. It doesn't look real anymore.

     

    These are examples of heavily treated faces, all with various levels of photoshopping which somehow still retain their humanity. The second one is the most obvious, yet still looks like a photo of a real woman.

     

    And here's an example of a poorly done eye treatment which renders the image totally useless because it doesn't look real and alive anymore, but more like a digital painting.

     

    So, I tried to take the same approach with my character. Yes, she has a nice and somewhat photorealistic skin shader, but I didn't add lots of freckles and moles and marks and bumps. Just the right amount. She also has a very detailed displacement map, but again not too obvious. The rest is done with a perfect looking, beautiful model in mind. And what specific area has a ton of work to make it look as real as possible? The whole eyebrows/lashes/eyes group. In fact that's what I've been working on for a few weeks now. As soon as I can I'll make another render with her previous eyes and you'll see the difference, but I wanted to show you how it's going so far. By the way, this is straight out of Daz Studio. No post work of any kind.

    You can click on it to see a 1080p version of the image.

    Now, the eyes are not absolutely perfect, but I think I'm getting close to a point where they're closer to the look of real eyes than many other examples. NOTE: Don't mind the teeth and specially the BRA, which has a terribly low poly count, but I wanted to add a bit of clothing while showing as much skin as possible. Also I just added the physical eyebrows this morning and they need some extra work as well. Also, no DOF, which would greatly improve the feeling of a real photo.

     

    Now, what do you think?

    I never let iray photoreal render for more than 2-3mins, its the quickest way to trick the eye to convincing real people. The more you render the images the more the surfaces become artificial. Personally i think its to do with the algorithms and raytracing .. Or whatever it is they use. It has a digital vs analogue like comparision, when we see a digital artifical reproduction it will look worse than a photo taken from a polariod camera. Its just computers and the data processing algorithms; that is my view as to the fundamental crux of this. It can easily create surfaces of objects as they them to be solid and planar.. Basic textures etc. Imo the problem is much much more complicated than just getting good maps and textures, its the very core of a digitized world vs a real world. Unless they work on photoreal algorithms that means all objects and not just things like cars, rocks, water etc.. No amount of artistry can get you there as the tools arent up to it. But i have achieved some convicing subjects but its not through having more technology, and its more trial and error for every scene... But its not too hard to do.. Again they are pretty grainy poor renders as the more you render the more artifical it becomes
  • nicsttnicstt Posts: 11,715

    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.

    i'm thinking the hands look great; the character is slim, not much in the way of spare fat to add needless bulk. Plus the pose with the stretching in the area seems believable too me.

  • GregoriusGregorius Posts: 397

    Thanks for the helpful feedback!  Here's a test of some hopefully improved skin textures.  Better, worse, or about the same?

  • Just a few more new one's I've been working on...

     

     

    WEBBY3001.jpg
    567 x 463 - 74K
    WEBBY001.jpg
    567 x 463 - 121K
    SHOT006b_1.jpg
    818 x 613 - 90K
    WEBBY002.jpg
    567 x 463 - 135K
  • PhilWPhilW Posts: 5,148

    Just a few more new one's I've been working on...

     

     

    Those are really good, it is the lighting and skin material that sells it (not necessarily the texture just the way it reacts to the light), together with the natural posing.

  • GregoriusGregorius Posts: 397
    PhilW said:

    Just a few more new one's I've been working on...

     

     

    Those are really good, it is the lighting and skin material that sells it (not necessarily the texture just the way it reacts to the light), together with the natural posing.

    Yeah, the posing is probaby the most uniquely excellent part of those renders, though like you say, the shaders are superb too!  I suspect that the very realistic, casual, and homey surroundings help as well!  I wonder if she'd look just as good in a simpler, more portrait-style render.

  • agent unawaresagent unawares Posts: 3,513

    This is ridiculously good.

  • FWIWFWIW Posts: 320

    Just a few more new one's I've been working on...

     

     

    I love these because it still looks photoshopped somehow but it's not the character who looks artifical. It looks like someone tweaked the enviornment in photoshop or something but the character looks real. It's fantastic. What skin texture/shader is that? I love the imperfections and details. 

  • TooncesToonces Posts: 919

    Just a few more new one's I've been working on...

     

     

    Yeh, these are amazingly realistic. I agree with FWIW, the character looks more real than the environments, however both look quite real. I wouldn't have known they were CG.

    I suspect if the images were higher resolution, e.g., 1080p, I'd be able to identify them as CG.

     

  • TooncesToonces Posts: 919
    Gregorius said:

    Thanks for the helpful feedback!  Here's a test of some hopefully improved skin textures.  Better, worse, or about the same?

     

    About the same. Texture still too blurry/uniform for such a close shot. Also, given the proximity, my brain is expecting to see things like pores and peach fuzz. The eyes are too white and teeth too undetailed. I feel a real-life pic would also have more super-bright spots of light reflecting from oil on skin's surface, and an open mouth would look far more wet.

    Just the opinion of once person, so take it with a grain of salt. :)

  • FWIW said:

    Just a few more new one's I've been working on...

     

     

    I love these because it still looks photoshopped somehow but it's not the character who looks artifical. It looks like someone tweaked the enviornment in photoshop or something but the character looks real. It's fantastic. What skin texture/shader is that? I love the imperfections and details. 

    Thanks all.  The skin texture is a custom one I made in Photoshop -- and yes, up close it's not as good because I had to really exaggerate the skin imperfections to make them noticeable at distance.  

  • GregoriusGregorius Posts: 397
    edited April 2018
    Toonces said:

    About the same. Texture still too blurry/uniform for such a close shot. Also, given the proximity, my brain is expecting to see things like pores and peach fuzz. The eyes are too white and teeth too undetailed. I feel a real-life pic would also have more super-bright spots of light reflecting from oil on skin's surface, and an open mouth would look far more wet.

    Just the opinion of once person, so take it with a grain of salt. :)

    Really?  You don't see the scattered brownish spots, especially on her nose bridge?  And if nowehere else, at least some hint of pores should be visible on the tip of her nose.  You don't see them either?

    Post edited by Gregorius on
  • nicstt said:

    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.

    i'm thinking the hands look great; the character is slim, not much in the way of spare fat to add needless bulk. Plus the pose with the stretching in the area seems believable too me.

    I'm thinking now it only looks odd to me because it is too light. I remember ages ago when I was getting photography training they warned about showing hands that way (palm out) in a glamour photo as they would always be lighter/brighter reflecting more light and take away from the composition. They told me to not take photos posed like that and then told the model to change her pose.

  • TooncesToonces Posts: 919
    Gregorius said:
    Toonces said:

    About the same. Texture still too blurry/uniform for such a close shot. Also, given the proximity, my brain is expecting to see things like pores and peach fuzz. The eyes are too white and teeth too undetailed. I feel a real-life pic would also have more super-bright spots of light reflecting from oil on skin's surface, and an open mouth would look far more wet.

    Just the opinion of once person, so take it with a grain of salt. :)

    Really?  You don't see the scattered brownish spots, especially on her nose bridge?  And if nowehere else, at least some hint of pores should be visible on the tip of her nose.  You don't see them either?

    Yes, I see the brownish spots. If I click on the image, I notice it enlarges a bit. I *think* i might see some pores on the right cheek but not the nose.

    What my brain expects is something more similar to Sangriart post on this page: https://www.daz3d.com/forums/discussion/54239/fiddling-with-iray-skin-settings/p88

    Notice how the pores are indirectly hinted at by the specular making segments of skin very bright/white. It makes it highly realistic. I dunno, I think if I saw your skin texture under different lighting, perhaps something that could give it some specular pop as in Sangriart's example, it might strike me differently.

  • GregoriusGregorius Posts: 397
    edited April 2018
    Toonces said:

    Yes, I see the brownish spots. If I click on the image, I notice it enlarges a bit. I *think* i might see some pores on the right cheek but not the nose.

    What my brain expects is something more similar to Sangriart post on this page: https://www.daz3d.com/forums/discussion/54239/fiddling-with-iray-skin-settings/p88

    Notice how the pores are indirectly hinted at by the specular making segments of skin very bright/white. It makes it highly realistic. I dunno, I think if I saw your skin texture under different lighting, perhaps something that could give it some specular pop as in Sangriart's example, it might strike me differently.

    The right cheek would've been my second suggestion for an area with visible pores, but I thought they were a bit more obvious on her nose.

    Yeah, specularity really helps bring out bump/displacement.  I think that happens most in my image on the left side (or right side, from the viewer's perspective) of the character's face.  Honestly, either one of SangriArt's renders (one lobe or two) looks awesome!  The second one just looks more oily, not necessarily more real to me. 

    It's quite possible that lighting makes the difference.  I tend to use 3-point prortrait lighting in my renders, and I don't think that style is particularly catered to emphasizing the shine of skin.  I think it's more about keeping things even and yet well-contoured.  Still, I suspect it might be worth experimenting with a Ks_Microfacet node to complement the Blinn node.

    Post edited by Gregorius on
  • 3Diva3Diva Posts: 11,749
    edited April 2018

    @Gregorius I recommend rendering in Iray. It's WAY more difficult to get photo-realistic results in 3DL than in Iray. :) It's cool to see your progress so far.

    Post edited by 3Diva on
  • 3Diva3Diva Posts: 11,749
    edited April 2018

    Just a few more new one's I've been working on...

     

     

    These look really good. I love that she's a bit more "plump" and more "girl next door" and less super-model. The one thing I'd recommend that (to me, and it's just my opinion) make it less realistic is the eye size. Her eyes (again, imo), look too big and kind of kills the realism for me. Other than that these look SO GOOD. My favorite is the one with her sitting in the kitchen. The glasses partially obscure the eyes, which make them a little smaller and more natural looking, imo. Eyes are crazy important as it's been tested that most people look at the eyes first when looking at an image of a person. I think if you bring the size of her eyes down a tad it would help. I'm sure the graininess and small size of the images helps to sell it. Really cool renders! :)

    Post edited by 3Diva on
  • TooncesToonces Posts: 919

    Oh, that was 3DL? Wow. Well, for 3DL, it's definitely one of the more realistic images I've seen.

    However, I agree with Diva. Iray is the way to go if photo-realisim is teh goal.

  • 3Diva3Diva Posts: 11,749
    edited April 2018

    Thank you for the awesome feedback everyone! That "reaching" render went through 4 versions before I got the lighting just the way I wanted to help bring out the details of the normal maps and displacement maps. Several mentioned the hair, and I meant for it to look like the hair is blown into her face a bit, I guess I failed at that. lol The fun (and challenging) part is the trial and error. I've created 7 different render settings to accommodate different lighting and skin types.

    Now I kind of know how photographers feel - my grandparents where photographers for 40 years and watching them set up photoshoots was exhausting with how much tweaking they had to do to lighting and camera settings and using different equipment to adjust brightness and reflections and all that jazz. Whew! Trying to get decent "photos" in Daz Studio is starting to feel kind of like the same thing. lol

    Post edited by 3Diva on
  • 3Diva3Diva Posts: 11,749
    Toonces said:

    Oh, that was 3DL? Wow. Well, for 3DL, it's definitely one of the more realistic images I've seen.

    However, I agree with Diva. Iray is the way to go if photo-realisim is teh goal.

    Oh, I guess it might not be 3DL? I mean, by the looks of the renders, to me it looks like 3DL. I could be wrong though (it's not an uncommon occurance lol). :)

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