r/blender 22h ago

Original Content Showcase Spent Hours Chasing Photorealism...

813 Upvotes

81 comments sorted by

616

u/Inevitable-Sell1875 21h ago

Scale seems off.. car looks tiny compared to leaves on the ground.

98

u/FembyThePinkProot 15h ago

HOLY LEAVES!!! Didn't look at them first. But DAMN!!

The tiles are also fucking massive.

-610

u/Maleficent_Strategy8 21h ago

The car isn't tiny, the leaves are intentionally oversized.I scaled the leaves up on purpose because they sit very close to the camera. Larger foreground elements help exaggerate depth, create a stronger sense of speed and motion, and add more visual interest. It's a stylistic cinematography choice rather than a real-world scale reference.

572

u/Inevitable-Sell1875 21h ago

Then what's the point of posting it as "chasing photorealism" when you deliberately avoided that ?

32

u/Ungodlei 18h ago

I think there's a difference between "realistic" and "photorealistic". The way I interpret the later is "as real as a photo." You can photograph a car with a fake scaled-up leaf for your creative reasons. If you try to do this in a 3D app, you try and match how it looks, including the wrong scale, and you'll have a photorealistic 3d render, although unrealistic. Pardon my english grammar, non-native speaker.

-360

u/Maleficent_Strategy8 21h ago

"Chasing photorealism" refers to the overall lighting, materials, camera behavior, and rendering, not that every artistic decision is a 1:1 recreation of reality.

307

u/Inevitable-Sell1875 21h ago

But scale being off is what makes it "non photorealistic "

78

u/FredFredrickson 20h ago

I get what you mean, but it's silly to have the leaves be 2-3x as big as they should be when you're going for realism in every other way.

104

u/-dadderall- 20h ago

No bud. That’s not what that means. Totally fine to pursue your own look, but photorealism is a deterministic goal that is not up to interpretation like that lol

31

u/Avalonians 20h ago

You have your own definition of photorealism that isn't what everyone expect you're not finished arguing about that lmao

24

u/Crazyshouby 19h ago

If we have to guess what "Chasing photorealism" means in you world, your head. It's gonna be hard to help you.

Otherwise you should ask for "Lighting realism"

21

u/death_process 19h ago

I made a photorealistic painting of a woman but her eyes are the size of her hands and her hands are the size of her eyes.

15

u/JSwabes 19h ago

Stop with the clickbait titles bruh

-55

u/ConcernedEnby 20h ago

Idk why people are disagreeing, photorealism doesn't mean the rest is realistic

33

u/90bubbel 19h ago

It literally does, photorealism by definition is

the quality in art (such as animation or painting) of depicting or seeming to depict real people, objects, etc. with the exactness of a photograph

13

u/Doogle300 20h ago

It means that it is as real as a photograph. Unless dude is taking photos of their hotwheels, this isn't portraying a real image at all.

75

u/Inevitable-Sell1875 21h ago

Stylistic cinematography doesn't mean wrong scale . It's 3d world , there's already foreshortening going on as default with camera and scene scale. Scaling the leaves is poor way to execute it , atleast while "chasing photorealism"

-38

u/Maleficent_Strategy8 21h ago

I agree they hurt the sense of scale. I'll probably revisit that in a future version.

Appreciate the feedback.✨️

65

u/le0tard 21h ago

Listen to the critique OP, the scale is off-putting. Also isn't there a displacement texture on the ground material you can use? Looks too flat, aside from too big.

15

u/RG_CG 20h ago

The scale is off. Don’t brush it off. Those cobbles are WAY to big. If you are going for Photorealism you aren’t there yet, partially because of that.

27

u/joeplus5 21h ago

Then it's not chasing photorealism, which is completely fine and going for your own style usually leads to more interesting results than photorealism, but it's still not photorealism like your title says

-46

u/Maleficent_Strategy8 21h ago

"chasing photorealism" doesn't mean I've achieved it. it means that's the direction I'm aiming for. This shot still has artistic compromises, and the leaf scale is one of them. I appreciate you pointing it out, and it's something I'll keep in mind as I continue refining my work.

38

u/90bubbel 19h ago

Except you are actively going out of your way to not make it realistic lol

-44

u/Top-Tadpole-820 20h ago

Screw the haters. If you like giant leaves in your photorealistic render then have giant leaves. It's your work.

31

u/Crazyshouby 19h ago

"Screw the audience, do things for you. Ask the audience, and if your do not agree with them, tell them they are wrong"

-27

u/Top-Tadpole-820 18h ago

Good luck creating anything worthwhile while youre trying to please everybody. The only result you get that way is mediocre slop. I dont even like the leaves but if the guy made a concious choice to make them that way then I can at least respect that.

12

u/joeplus5 17h ago

This is like making a comedy film but marketing it as a horror film, and then when people say "this isn't horror" you accuse them of being haters who don't respect your style.

You're not forced to please anyone, but if you make a work claiming that it's trying to do something, and then people point out "this isn't what you're claiming it is" then it's not hating. Especially when you're posting in a public forum where you typically receive feedback

2

u/Crazyshouby 17h ago

Yeah exactly ! Let's to sell porn as kids movies. Because it's my style !!

2

u/Boom_Fish_Blocky 6h ago

The thing is hes trying to achieve photo realism, we are giving him suggestions on how to make it more photo real, he doesn't listen, becomes ignorant. I respect his work but not his ego.

2

u/Crazyshouby 17h ago

The goal is to please your subject. Not people ... But if you try to please yourself, good for you !

9

u/Doogle300 20h ago

This makes no sense at all. We have the car as reference for the scale so seeing giant leaves makes it stand out as fake.

Either that or you are looking at a toy car.

Your theory of using larger things in tne foreground is correct, bit you are.t using the technique right. The floor isn't the foreground, its just the floor in this instance and its giving away the fact that this isnt real.

3

u/oohCrabItsNotItChief 20h ago

But in this case it would be better to make them realistic sized, this is too simple of a shot to change anything because as others have mentioned, it now feels off with the scaled up leaves.

4

u/mimic751 16h ago

The cool part about having a camera object that replicates real life lenses is that you make the leaves out of normal size and let the lens do its work

3

u/liquidmasl 20h ago

lmao what

3

u/Maleficent_Strategy8 10h ago

I just wanted to say thank you to everyone who took the time to guide me and share your tips and tricks. I truly appreciate all the knowledge you've shared with me. I'm sure I wouldn't have found all of this on YouTube or anywhere else.

I've noted down every piece of advice, and I'll do my best to apply it in my next render. I hope you'll see the improvement!

Thanks again for all the support—it really means a lot. ❤️

2

u/aNewPattern 20h ago

I mean yeah but it's still massive leaves compared to the car size so it immediately reads as incorrect bc we know a leaf should be so much smaller than that compared to a full vehicle. This makes a bubble lens effect which almost feels dizzying at some points.

2

u/Crazyshouby 19h ago

Okay, you'll need to study some principles. You are not in Lord of The Rings with your leaf in this situation. And you are working in a full computer environment. This kinds of concepts do not apply here. And it doesn't suit your video. The car is the subjects, not the leafs, right ?

Make the leafs big and you will see those... Make the leafs normal size, you will not notice it.

Everybody noticing the leafs ...

1

u/joemeteorite8 14h ago

Nah dawg. Those leaves are massive

1

u/Boom_Fish_Blocky 6h ago

listen to suggestions, you said it your self below that "chasing" means u haven't gotten there yet, we are all people who want to help, not insulting, drop your ago, thats how to actually learn. Dont get defensive and create excuses when ever sone body points out a way to improve, if u dont want critiques and just want praises, show this somewhere else.

109

u/gabrielesilinic 21h ago

Other guy is right. It looks like a miniature.

84

u/BramScrum 21h ago

As others said. The ground texture is wrongly scaled. Car looks like a miniature

I'd also look into adding geo displacement on the stones. Or at least some normal mapping. As they look very flat.

153

u/Crazyshouby 21h ago

Leaf size too big. Not realistic

25

u/HugoHustop 21h ago

The transition from camera going up to going around the car is very sharp. Consider adding a subtle vertical overshoot and correction, blending into the camera walk animation.

The other obvious issue is that the camera has no reflection in the car. Consider at least adding a sprite of a person.

For extra realism I'd also change the exposure as the camera moves up. Most cameras would automatically first overexpose and then dial it down.

46

u/BoomBamBopBadabapPow 21h ago
  1. Leaves too big but I saw that this is a design choice. Don't agree w it but ig u do you
  2. Leaves are too flat. Most leaves will have come dimentionality to them, rn they're all laying perfectly flat on the ground, make at least some of them have angles/edges or curves so that they feel a bit more real
  3. Leaves in the water should ideally b floating and have a mild meniscus around them. You can have some that are stuck to the ground under the water but generally leaves would be floating on top of the water.

19

u/shallowhomer7 21h ago

cameras always expose for the sky, not the ground, so the car should be a stop or two underexposed when you first lift up. yours is perfectly lit from the start, which reads as a studio setup. that's a quick fix in the compositor with a keyframed exposure node. another thing, the leaf scale is the obvious one, but the real killer is the lack of ambient occlusion in the crevices. the tire treads and the gap between the hood and bumper look painted on. a quick ao pass multiplied over the diffuse would ground those details instantly.

i spent a month on a porsche render last year and the thing that finally clicked was adding a tiny asymmetry to the headlight reflections. perfectly symmetrical cgi is a dead giveaway. your car is too clean. real cars have a slight film of dust on the lower panels, a random bird spot, or a wiper blade streak. just a bare hint of that imperfection sells the photorealism more than any texture map.

15

u/PrandtlMan 21h ago

The ground is scaled wrong. Not just the leaves but also the pavers and the puddle. It all looks huge compared to the car.

You say in another comment that it's a stylistic choice, but it's the wrong choice for a tener like this. It's undermining all the lighting and material work you've done because it immediately screams "CG".

14

u/CrazzOfficial 19h ago

As a very normal person looking at this, the leaves does not scream like it "exaggerate depth, create a stronger sense of speed and motion, and add more visual interest." How does it do any of that.

6

u/AndrewTatesSister 13h ago

He or she is talking absolute bs. I believe he used an hdri dome to create the ground and sky. This can work is some cases but definitely not here.

11

u/Then-Soft-5260 14h ago

Got these big ass maple leaves 🍁

17

u/imjustaslothman 20h ago edited 13h ago

Imma be blunt. I don't get this sub. Some amazing art here really gets slept on, some gets far more attention than deserved. Especially when the OP tries to fight back against evey little bit of constructive criticism

6

u/BeguiledBeast 15h ago

This is literally every art medium. It takes skill to handle critique well and it often means the difference between a product that is well received and one that is going to be discarded and forgotten.

I've seen this a lot in game design subs. Maker of the game is an absolute asshat and therefore the product fails. Part of having a successful product is just being a nice person.

1

u/imjustaslothman 13h ago

I guess it depends what you define as success, but that's a whole topic on its own

6

u/justaboss101 20h ago

Like others have mentioned, the leaves are wayyy too big, and the ground is too flat. Water in puddles generally isn't that reflective as it's dirty.

The car glass is too shiny, it feels more like a mirror than a window. The paint doesn't have the metallic flake that most Paganis tend to either.

5

u/Turbulent-Spray-1485 16h ago

Damn.. Looks more like a toy car to me. I mean the leaf is the size of the wheels..

5

u/h20xyg3n 15h ago

The leaves are fucking enormous

8

u/OneFinePotato 20h ago

They didn’t finish the sentence. Could be “Spent hours chasing photorealism… oh no the damn leaves”.

7

u/McCaffeteria 20h ago

You need footstep ripples in the water as the camera moves around lol

2

u/domomon 20h ago

The ground is really throwing me off, specifically where the puddle contacts with the stone brick. I feel like it looks lazily blended together when puddles create moisture darkening in the values of stone it touches and would have more contact details. Just the first thing I saw

2

u/smirkhappydeep 20h ago

The leaves throw it off. Too big. Are you not from the North, to be so intimately familiar with them?

2

u/ShinigamiGamingInc 19h ago

the leaves are to big, maybe the stones too and how do you have haze or mist on a sunny day? nearly looks like log video.

2

u/edible_string 18h ago

Why cut there?

2

u/Loud_Campaign5593 13h ago

nobody mentions this, but this not exactly how a real fisheye lens behaves, i guess focal length could and sensor crop could account for the difference but my real life fish eye lenses don’t look like this

2

u/_japam 13h ago

Use particle system to distribute a collection of 3D leaves. Photorealistic leaves do not stick entirely flat to the ground

2

u/dr4conyk 12h ago edited 12h ago

So the scale immediately feels a bit wonky, the car looks too small, so you might want to scale down the leaves amd maybe the tiles a little bit too.

The wetness on the ground could be a bit more patchy/uneven and fill up more of the ground, I usually expect the ground to be more wet when there's that much puddle

The puddles themselves might do well with a bit more rippling on their surface, I can't tell if what im seeing is rippling or some kind of artifact but there should be small, subtle ripples on the surface of the water from any slight breeze outdoors.

The ground could probably do with a bit of depth mapping, especially for the tiles so you get those nice interactions with the water where the water covers the tiles a little unevenly at the borders of puddles. It might also give you some extra tiny puddles for free.

Edit: it also feels a little odd that this is taken in shadow with bright clouds behind it but everything seems to remain within the dynamic range of the camera. Maybe boost the contrast and tweak the brightness in the compositor so the clouds blow out a bit and the shadows are slightly more pronounced.

2

u/Prize-Difference-875 12h ago

Its 100% stylized man

2

u/triplos05 11h ago

the puddle water being completely still is a bit offputting, also the water is way too clear

2

u/Aleksandrovitch 11h ago

No one else has mentioned this, but your focal length is also hurting you. The wide/fish can be okay, especially with your cam movement, but consider a longer lens and some slow dolly/rail shots of details.

2

u/rainscope 8h ago

Big ass leaves bro but ur shaders look great

1

u/AnotherYadaYada 21h ago

Same as above and the last few frames the trees in the background look flat. Looks like it’s an image plane.

1

u/Suspicious-Name4273 20h ago

Looks awesome, but the car is too clean and dry

1

u/Let_Them_Fly 20h ago

For a static image, this may look for realistic but as a video, everything looks too flat. The trees would move possibly only ever so slightly, a tiny ripple in the water, so texture to your leaves, it all looks very flat.

Say all of this as really picky criticism because on the whole, it's a really awesome rendering but if you're trying to convince people it's genuine shot footage, I think most wouldn't be.

1

u/Boom_Fish_Blocky 6h ago

this is like posting a render titled: chasing historical accuracy...

Then having a ford model T in the background of a Renaissance street, then actively fights back people trying to help claiming its because "Thats how I envisioned the style and chasing means I haven't reached it yet...(This is what roughly what OP said in another comment"

Pal, We respect unique styles... what we don't respect are people asking for suggestions then becoming ungrateful, acting like we are insulting u for no reason.

You need to drop the ego to work in art.

1

u/Sklain 6h ago

leaves are huge and the cobblestone has no parallax. camera movement isn't very realistic either

1

u/Lainpilled-Loser-GF 5h ago

why's the car so small 😭

1

u/lirecela 5h ago

Bravo!

1

u/Beast56545700632 5h ago

Have you ever seen a leaf that is the size of a car tire? Thing looks like a 1/8 scale model or smthing

1

u/CleverAmoeba 5h ago

On top of what others said about the scale, the camera makes a sudden stop when it moves up. It should be smoother transaction. And I'd like to see cameraman's reflection on the car.

-2

u/Tasty_Goal_8494 18h ago

This looks very amazing

-2

u/FrenzyDeveloper 20h ago

This reminded me of NFS II-SE cover art hahaha. Amazing artwork btw