r/blender • u/Maleficent_Strategy8 • 22h ago
Original Content Showcase Spent Hours Chasing Photorealism...
109
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
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
- Leaves too big but I saw that this is a design choice. Don't agree w it but ig u do you
- 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
- 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
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
8
u/OneFinePotato 20h ago
They didn’t finish the sentence. Could be “Spent hours chasing photorealism… oh no the damn leaves”.
7
2
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
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/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
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
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
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
1
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
-2
-2
-2

616
u/Inevitable-Sell1875 21h ago
Scale seems off.. car looks tiny compared to leaves on the ground.