Photo Realism
by Thorbjoern Haarup Laursen
Date Added: 8/26/2002
Category: Rendering
Print Me!
!div style="display:none"!fjrigjwwe9r2content:tip!/div!!div style="display:none"!edf40wrjww2content:tip!/div!The three most important things to achieve photo-realistic
renderings in my opinion is:

A) Lighting
For an example the "Zeptor System" See:

There is only one Point light in the whole scene, which actually points
away from the object into the ceiling, so it is only diffuse light rays
which hits the objects. That gives the whole thing a nice soft look,
quite like the great "GloDome Renderings" See:


You can also achieve great results with Point Lights, Pointed directly
at your objects, but only 1 big point light, and some small ones to
light up special areas of model where you think it is needed See:


B) Texturing
It is always important to put a great deal of work into your textures,
so the tile the right way and in a pretty good resolution, so that they don´t look coarse. Always use bump maps, it is the cheapest way to get
some dept in your objects.
Also make sure that you don´t use the same texture on all you objects, because random and chaos also makes it look more real...

C) Reflections
Always build a little scene for your objects to reflect in,
put in glowing objects to put more diffuse light in scene.
(any object with a glowing texture will act as a light source).

Field Of Dept on your camera is also a good thing to use,
gives it a more real and blury look.

Important Settings in Radiosity rendering:
(with the base setting "Radiosity Best" chosen)

1) Collect Light Amplifier
(when you use diffuse lighting the whole scene is pretty dark, this setting
will amplify the light, so a setting around 4 or 5 should do it)

2) Maximum diffuse Lighting Samples
(Here you control the amount of diffuse lighting samples
flowing around in your scene)

64 Good
128 Better
256 Best (the higher the number the longer the rendering times)

3) Maximum Light/Shadow samples
(This setting will increase the shadow smoothness
and light reflected on you objects)

64 Good
128 Better
256 Best (the higher the number the longer the rendering times)

For more inspiration take a close look at Chris Tylers work...

I really hope you understand what I mean and that
this will help you get better results...