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Oh, we have engines that can do that. They're called Photonic interaction simulations. Given a typical DAZ scene, it shouldn't take today's computers more than a few decades to produce a TRULY photorealistic image......
PBR or 'photorealistic' is a term that gets bandied about a lot, but doesn't have a precise and non-ambiguous definition. While "Phyiscally-Based" and "PhotoReal" have clear meanings, the fact remains that for creating images via the computers of today, certain things HAVE to be approximated. Simplified. Accelerated. And that all comes with a cost to the 'realism' in the resulting images.
The contrast on photographs is usually enhanced during development and processing. Just taking the image with certain focus, f/Stop, film, and shutter speed is the beginning. Then the image is developed. During this process, dodging and burning are done, the durations in developer and fixer are tweaked, and a lot more. Even automated 'Fotomat' processing does this to some extent (thanks to computers.)
Unlike the human eye and the human brain, which work together to do all of that hundreds of times a second, and doing even more, filling in missing information and more.
Complaining that a 'PBR' or 'Photorealistic' renderer isn't 'realistic' enough is like complaining that cars can't fly yet. If you need more than what we have now, build it yourself. Good luck. Photon mapping and beam-tracing algorithms took years to figure out (try reading the original academic papers on them) and even longer to optimize....and then hardware had to get fast enough and memory dense enough for it to be done on the desktop with reasonable speed.
What is PhotoRealism? Doing the best we have with what exists now, and taking what shortcuts we need to in order to make it even closer. If you don't like/want to take shortcuts, or have ethical issues with them, find another renderer. You'll find they ALL do it, to various extents, for the reasons above......
As always in graphics the point is to make it look real (if that is your goal), no one cares if the renderer do it the correct way, the only thing that counts is the end result image, "photorealistic" has been used for at least 35 years since the first crappy ray tracers rendered glass balls over checkerboard floors.
If you want to render "photorealistic" you need to wait, each primary ray will split up in a huge amount of rays for different wavelength of light everytime it hit somethings, just render one ray in a photorealistic way will take ages, there is no such thing as a photo realistic or unbiased renderer in existence, and no, path tracing, photon mapping, radiosity, metropolis, ambient occlusion does not make it photorealistic, they all do an approximation that is not even close to "photorealistic".
So why not just enjoy the cool pictures that can be created with modern renderer instead.
Why is that important?
In real life we do all sorts of tricks to manipulate light to produce an effect. If the effect looks right, why does it matter?
Look at how many night-time scenes in movies that are actually shot during the day and adjusted.
Never heard the term "photorealistic" in CG described as "natural light only", especially since there is no natural light in any renderer to begin with. It's simply used to describe how realistic a render looks and how indistinguishable it is from real life. Wether the scene was lit like a fashion or a movie or an outdoor shoot using available light only is irrelevant. Surely any scene in a movie, no matter how artificially lit, qualifies as photorealistic since we see real objects and real surfaces and real light. The light source isn't relevant, light is light wether it comes from the sun or a desk lamp or studio gear.
The masters, painting 200 to 400 years ago, created "photorealistic" scenes using plausible light sources. Obviously they were not photo-anything, as that science had not yet been invented. They didn't always paint what they saw, but what they wanted to depict.
Their skills and talent are why their work is considered treasures today, and sell for millions of dollars. No one needs to follow someone else's ideas of the "rules" to create fine art. You don't become a Vermeer or a Caravaggio doing that.
Richard wins. But then, doesn't he always?
Extra credit. You guys make me happy inside.
detailed and unidealized representation in art, especially of banal, mundane, or sordid aspects of life.
detailed visual representation, like that obtained in a photograph, in a non-photographic medium such as animation or computer graphics.
AndyS, you're talking realistic, unidealized - as the first part of the definition. Richard, nVidia and most others in CG are talking the second part.
Hi.
Does Iray Ghost Light Kit help speed up the render time even if you, as I do, work on a Mac?
(see above) sorry, forgot to give my specs. iMac Retina 5k 2014. Processor 4 GHz intel Core17 Grafik AMD Radeon R9 M290X 2048 MB
Hope that is enough information to give my a clue if Iray Ghost Light Kit 2 will help speed up my renders. And if so; how much, aprox.
Thanks.
Yes Ghost light 1 speed up very much any of my render!! Very good product but i havent try the 2
I never used the Ghostlight product.
I invented it by myself long time before. Even created such kind of artificial lights for the "old" 3Delight renders to amplify the diffuse daylight entering through the windows of a set using UALs.
I use ghostlights only in scenes where I know that there is enough light to use like 400 or 800 ISO film with a real camera but for whatever reason in DS with Sun & Sky the scene is pitch black, eg, render inside the DAZ Barn with Sun & Sky set to 8:00 AM on Jun 22 at Salt Lake City without Ghostlights and it is nearly black inside the barn even though there are either 3 or 4 windows running along the long sides of the barn.
My appoligies for not being clear.
I was not refering to increasing input of the light but infact adding more lights.
Also, if you are just using mesh lights to light a scene, using the Sun/Sky setting will help it render a bit faster.
This
Hi,
OK, misunderstanding.
Hm funny. Where do you use meshlights? Mostly for the ceiling lamps or other lamps in a closed room - indoor scene. For most kind of interior scenes, Sun-Sky is useless.
And outdoors with direct sunlight there is a lot of shadow. Shadowed areas need over 99% of convergement to let the grainyness disappear. Lighting up those shadows with further lightsources destoies photoreality.
Except you do it for cinema (or TV). Here the natural contrast is way too big for the photographic material or TV screen.
That explaines why night time sceens are shot during day using dark blue filters. But for real photographers noticing that technique is really bothering.
photoREAL is nonsens
1 human eye = real
2 photo film is close to real, but not real
3 your display (0-255 RGB) absolutly not real, can"t give real lightness and contrast
4 forget that and set light sources as you wish
Thank you very much for this comment. I have a Mac Pro, late 2013. I'm going to try this out.
Me too, memory is really only for folk that have 12GB or less computer RAM. I had to use memory often before I upgraded to 16GB RAM.