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© 2025 Daz Productions Inc. All Rights Reserved.
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I think I see what you mean, but I could not disagree more. If the goal is to be convincing to the greatest number of people, then you need to receive feedback from a wide variety of people.
I'll discuss it more in the new thread, but it bares mentioning here that realism and photorealism might not be the same thing. "Realism" in my eye tends to be based on what the human eye or mind's eye thinks it perceives. "Photo-realism" however related directly with what a camera would capture, with all its advanges and defects. And to this ideal Jeff's "tricky renders" offer a great deal of insights into how we need to think to pull this off. Jeff is clearly seeking an effect that can only be captured with a digital camera. Are you seeking results of a camera, or of the human eye. Once must decide. Realize that human eye perceptions are much more difficult than camera perceptions to reproduce in a render since rendering engines operate more like cameras than like binocular human eyes.
Nonesuch-
You are very supportive and I find myself agreeing with you very often. Thanks for always supporting various community members like myself and please keep it up, Thanks, Bro for your legitimate interest!
thanks
An attempt at photo-realism while rendering some newly purchased assets for the first time, including Floyd with some tweaks to his skin:
If I render the scene again, I'll sub-divide the wheel and figure out what's causing the moire-like pattern on the table (not sure they are supposed to be there).
- Greg
That looks great, Greg! Floyd 8 is awesome, isn't he? :)
Very cool render - nicely done!
Thanks. :) That's a sweet thing to hear!
As for the lighting, it's an HDR. Maybe I should add some fill lights or something?
I think it probably would get removed and moved to the art thread by one of the mods. While this thread here does have a lot of images in it, it also has a lot of just text communication back and forth. His thread is probably going to be posting a lot of images (like he did here), so the best place for mainly image heavy threads is usually the art forum.
Thanks, Diva. And yes, Floyd is incredible. I believe that rendering out a 32-bit canvas, performing tone mapping in a proper 2D image editing program, adding lens effects like depth of field/vignetting, and emulating film effects all help it to look less like a 3D render.
There was supposed to be a younger lady in the foreground on the right, but I ran out of time to play . . . doh!
- Greg
Rashad,
Thanks for elaborating on my short description - your comments are spot on and told better than I could have. As an aside, to prove your point, I've tried desperately to render realistic male characters using my same techniques as described above...literally, the same scene, lighting, etc..only difference being I used a male character (also heavily textured to support my muddy/old-digital cam-like appearance). In all attempts, they failed the 'eye test' for realism. To me, this is due to the fact that the male 3d models available, while detailed, all have this Superman like face that for the life of me I cannot dial out...it just ends up looking a little eerie! This is mainly due to the eyes and much talked about lack of definition for that area of the models. With my female characters I get around this applying a heavy dose of eye liner to the base material, which for a female is acceptable and hides the eye geometry imperfections present in all current Daz models. Anyhow...thats just more of my ramblings!
Have to chime in here, too... yes, I COMPLETELY agree there are different meanings to the word 'realism' or even photorealism. As you noted, I'm completely going for a form of realism that can pass a sort of visual 'Turing Test' -- that is, if I show it to someone without any pretense, will they believe it's a low-quality digital photo they're looking at. I actually test out how successful my attempts are by going on a popular online chat board and posting my render as my profile photo to see what responses I get. Currently, if I select my renders carefully I can get around 90% success rate. Now if you were to zoom in on the face my renders you'd think it not realistic at all...the effect breaks down.
very good!!! great feeling, too!
@Rashad Carter - You know what's funny, is that these are some of the most photo-realistic looking *images* in this thread. Now, let me be specific - the characters themselves do not look real, as in, do they look like real humans. They look 'fake'.
BUT....the look of the lighting in these images would have me believe that they are actual synthetic human props, as in special effects manequins or dummies, say on a film set.
So, somehow the lighting is mastered, to me! Great work!
You iknow what the real biggest problem is?
The eyes. As in Daz eyes. Not our rendering of them, but the meshes and mats, I guess.
They absolutely suck all across the board in the Daz world. It is not our fault, they are just not there yet. The hair is almost there now.
But eyes....eye-yuy-yuy....They are the give aways on a closeup. The ONLY thing to me that has ever nailed that real-look is the recent Unreal Engine 4 Siren demo, but she/it is a different mesh-scape entirely. And interestingly, is not raytraced!
Notiusweb,
Thanks for making these obsevations!! I have purposefully tried to avoid doing anything particularly special with the lighting. These are Octane Renders, with the unbiased PMC kernel. I used the basic sun/sky system for the brighter renders, then I disabled the sky completely revealing the default white background, and increased exposure up from 1 to 4 so that we could see everything. Other than that nothing special. No HDRi's or anything.
Absolutely convincing. If given no reason to question the render Id certainly assume it was real. very good job. In a manner not completely different than Jeff, the context of the image as being captured by a camera with many of the camera related effects, helps sell the image as legitmate. Excellent!!!!!!
No I love it; I was seeing symmetry tho, that had more of an effect than the lighting, which is great.
That render reminds me of John Grey from the English Beat but I think his eyes are brown.
I've been watching this thread with great interests since it began, but haven't had any time to add anything to the discussion (not that I could). Unfortunately, I really can't add anything new to the discussion since I don't really strive for photorealism, just for realistic 3d. I think the OP mentioned pretty much everything I think is important in the original post. My ultra simplified way of looking at things is you need to be able to reproduce all of the intricate interplay of light and shadow (including SSS, refraction, reflection, etc.) found on the real item to make your 3d render look real. Yes, sounds "simple", but we all know it's not simple.
Anyway, I don't have much time to write any sort of detailed comments, as life has found a way to take almost all of my free/discretionary time away, and the trend looks like it will continue for another month or more. But a had a couple of free hours, and was able to mess around with a couple of new purchases, and attached are my test render results. I think this is probably one of my better realistic efforts (still needs more work .... someday) The images are lit with the default DAZ Studio HDRI and one spotlight, with very minor levels adjustment in post. I did to quite a bit of shader manipulation to get the results I wanted (need to spend more time, but this should work for now). Hope someone finds them interesting.
The images below are cropped to make them DAZ friendly, but I have also provided links to my Renderosity and DA galleries for anyone interested in the full nsfw version(s).
Rose with Lingerie (note clothing pressure morphs)
(Warning NSFW) DA Galley Renderosity Galley
Rose
(Warning NSFW) DA Galley Renderosity Galley
Holy moly, this is, what I call realism. Well done!!!
Wow, that's the most realistic post in this thread yet.
I've had an idea of making a freebie prop that simulates accumulated tears and softens the prominent line between g8 lacrimals and sclera. Well, for some reason it refuses to render properly in Iray. What's really perplexing is that I get the best results when Iray automatically converts a 3Delight shader with caustics: https://i.gyazo.com/d91504cab8d33970c9c427466773ca19.png
If there existed a corresponding Iray setup, I'd just add a transparency map for softer edges, and voila.
But Thin water Uber preset makes the prop virtually non-existent - https://i.gyazo.com/18e0e6d1ef1a3f97ec7519db3fa532bc.png
Water preset creates a total mess: https://i.gyazo.com/b72910a55c0c0f0a90268ecf7565d4d0.png
And custom tweaking gets me nowhere. Turning caustic and/or architectural samplers on doesn't help either. Does anyone have any ideas?
Excellent idea! I actually wanted try that myself at some point. I had in mind to put more of lacrimals and sclera texture on it though, probably fading out towards the sclera or even both sides. I don't know, just a pipe dream not really thought through. I imagine if you just slap a water material on it, it wouldn't have the effect I wanted. Which wasn't primarily tear but just lacrimals/sclera transition. So I have no idea what to do here, but doubt it would do much visually even if it rendered correctly just with water? Could be wrong of course.
It's actually a fantastic idea - if this works out, the result should be an anatomically correct conjuctiva.
You mean with just water on the prop? Hmm yeah you're probably right. Maybe I was approaching this the wrong way. I thought in order to get a less harsh transition I'd want a texture overlay with sort of just the transition, that would stay in place rather than what is happening now when the eyes move. Looking at this I don't know if this would have worked out.
I believe conjuctiva is a thin membrane with tiny blood vessels, so your approach with texture overlay is actually more correct than pouring extra water alond the lids =)
Anyways, I feel like there is a major bug with Iray representation of watery substances - it doesn't allow to render surfaces such as EyeMoisture or my waterline prop in a proper way.
Water is transparent and so very dependant on light angle. I often don't see any eye moisture unless the light hits right. What you can try is to put a noise texture into the bump, just a little and increase the texture tiling so it looks fine enough. This should make it sparkle a little more from more angles, although strictly speaking this isn't realistic but if it helps to create the impression of wetness who cares.
Ooh ooh i know part of the problem and can rant about it! ...So as you know there you can set up refractive materials as thinwalled or not. Thinwalled gets a bit of reflection pretty much no refraction, but *it doesn't really cast shadows*.
Thinwalled off on the other hand is much more accurate but it has to cast shadows and the refraction algorithm loses a bit of energy so things tend to darken.
Sadly there isn't a perfect option (you can't just make a material not cast shadows the way you can in 3delight... Or Cycles). Your 2 choices are to keep thinwalled off and make sure that the refraction roughness is set to 0 (some weird shadows but less than if you have any roughness which is even less energy conserving) or set thinwalled on and bump up the reflectivity (by default it's .5) messing with the second glossy layer might help as well. (Also bluejauntes bump suggestion)
It's not really a bug as much as a combination of the limits of shading algorithms + the way iray works (no breaking the laws of physics and making objects that don't cast shadows). Sadly, because it's not a bug that does mean it's less likely to be "fixed" (our only real hope is the implementation of a new feature)
Right, there's that again huh. So how's the real world different, when Iray actually insists of adhering to laws of physics? Is it just the infinite number of light rays that no renderer could possibly render... because then it would render infinitely long?
Thanks! I've just found out that nVidia Architectural shader, the one that's included in the MDl Examples folder, handles Thin Walled materials much better - the result is somewhere in between those two Uber options. https://i.gyazo.com/98a0ed2ce8de96543622547ff2469929.png
I'll mess with the options and hopefully come out with a decent freebuy.
Wow! There's been some great stuff poster her since I decided to take a break and focus on my spin-off thread! I particularly like DustRider's renders! Sangriart and Bluejaunte have been discussing eyes, which have been an important thrust in my own work too, albeit not quite in the same way. The lacrimal/sclera border was never really a focus of mine. Yes, it could look better, but I don't think it's egregious enough to single-handedly kill the realism of an otherwise excellent render. My main focus has been on at least shading the geometry I've got as anatomically as possible, which is why the index of refraction that I use on the cornea is actually a multiplication of the index for the cornea itself and the index for the aqueous humor (the very water-like fluid that fills the space between the cornea and iris). I use a mask to feather this effect along the edges of the cornea. I've also paid particular attention to the iris/sclera border, which can easily look too sharp and defined. What seems to work (at least with the eye mapping style we've had since V4) is making the little mini-irises in the sclera material zone just a bit larger than the seam guide actually calls for and then applying a moderate blur to feather the edges. You might have to darken the mini-irises a bit too, but that seems to do the trick.
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