By Bill Fleming
This booklet, like Bill's past one, offers quite often with detailing of versions (geometry) purely. It doesn't speak about fabrics intensive, or lighting fixtures, worldwide Illumination and so on. So a wide a part of what makes scenes photrealistic isn't really touched upon. extra importantly, his geometry detailing thoughts will without doubt upload a number of zillion polygons. No dialogue on that both- no scheme is gifted to maintain a count number of polygons, or retain them inside of good limits.
Without right lighting fixtures and fabrics, invoice doesn't rather produce photorealistic results.
The description of imaginary worlds and creatures is unimaginative and tedious.
The underlying rules are noteworthy, yet will be summarised in a single web page- which i believe invoice *has* performed: it truly is there someplace on the web.
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Extra info for Advanced 3D Photorealism Techniques
The tiny specular highlights on the bumps bring the surface to life. Let’s face it, a smooth, dull worm would be less than realistic. Ditto for leaves, bark, and even rocks. Yes rocks. While they aren’t typically wet, they do have tiny crystals that reflect light, which is particularly evident in granite. Objects don’t need to be alive to be specular. Let’s take a look at how specularity impacts the photorealism in the Goblin toilet image. 5. Notice the glint of light across the surface of the toilet lid.
If you look closely, you’ll also see a crumpled texture covering the whole surface of the clay. This is a key detail. The toilet is obviously crafted, and primitively at that, so we need to show signs of its having been manufactured. The Surface texture. 014 crumpled lines represent the strokes made by the trowel that was used to pack and smooth the clay. I could go on all day about the surface texture in this image, but you get the idea. The key is to always apply surface texture to natural objects and to make an effort to keep it from being uniform.
For natural environments to look realistic, they need to show an abundance of aging. In a field of flowers, for example, there must be a large number of flowers that have wilted. A field of perfect blooms would look painfully unnatural. In a forest, there should be moss on trees, which shows aging. Moss and mushrooms are fungi, and therefore indications of rot. There is literally no end to the number of ways you can age a natural environment. For example, during the fall, you’ll need to have dead leaves laying on the ground and barren tree branches.
Advanced 3D Photorealism Techniques by Bill Fleming