this post was submitted on 19 Mar 2024
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Blender

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Render on the left, real product photos on the right. (clay render and wireframe in comments)

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[–] don@lemm.ee 29 points 11 months ago (1 children)

Me: Looks at the $32,605 dollars in my account

Me: get comfy, you’re going nowhere. That’s right, nowhere.

[–] Mouselemming@sh.itjust.works 5 points 11 months ago

Speaking of comfy, that chair ain't.

[–] puchaczyk@lemmy.blahaj.zone 17 points 11 months ago (1 children)

... oh it's fake. I didn't realise what community it is. Good job.

[–] Obituarykidney@lemmy.world 29 points 11 months ago (2 children)

Haha thanks. The photo on the left is fake, the photo on the right is real and the designer is charging $32k for the three pieces.

[–] Nudding@lemmy.world 5 points 11 months ago (1 children)

What they charge is not the same as what it's worth.

[–] Obituarykidney@lemmy.world 6 points 11 months ago* (last edited 11 months ago) (1 children)

I used the term interchangably because the title would get too long if I got too descriptive. I would not spend $32k on this crap even if I had that kind of money.

[–] Nudding@lemmy.world 1 points 11 months ago

That's fair lol

[–] CosmicTurtle@lemmy.world 2 points 11 months ago

Before I read your description I thought the one on the right was fake. The use of "dirt" to make your render look like the original was a good choice.

[–] Obituarykidney@lemmy.world 11 points 11 months ago* (last edited 11 months ago)
[–] Stovetop@lemmy.world 6 points 11 months ago (1 children)

I thought this was crossview.

It still kinda works, which speaks to the accuracy of the placement.

[–] Obituarykidney@lemmy.world 6 points 11 months ago

Awesome! I spent longer slightly tweaking the mirrors rotation and the camera angle than I did texturing the entire scene.

[–] olutukko@lemmy.world 5 points 11 months ago

Wow really well done! The only things I found worth pointing out are the cushion, which I feel has just a teeny bit too sharp noice. I feel like it would look better if it was just a bit softer while having about same scale and amount of detail. The other one is that wood, which I think is little bit too reflective and polished looking, my guess would be that there isn't pbr textures in the game? Also the wood pieces look a bit too similar so the joints are not as clear as they are in original photo.

But all of those are just really minor things and not really even noticeable without the original photo on side to compare. (And also opinion based since none of those really affect realism since the real product could just have less noticeable joints, super polished wood and more coarse textile)

All in all really nice results and it's super good start for realistic living room scene. Propably better than what I would've accomplished😄

you really inspired me to open up blender again and try to make something similar from start to finish, I usually stop at texturing because it's hard and I find it annoying to find good texture images without paying :D

[–] KrokanteBamischijf@feddit.nl 5 points 11 months ago

Nice job! Lighting looks really good!

Some friendly advice for improving the render quality even further: Be mindful of your UV's and seams. Especially wood grain is particularly tricky to do well. This particular render works well when glancing at a distance, but it starts to fall apart when you zoom in on the details.

You did a really good job of faking the wool like material for the seat. I know from experience rendering fuzzy cloth materials that there isn't an easy way to make them from scratch. Especially felt and wool are a bitch to make realistic shaders for. If you want realism for those, you have to simulate the actual material to some degree, which means diving into the rabbit hole that is geometry nodes.

For the floor and the wall materials: Imperfections are your best friend when aiming for realism. Mixing in different texture maps to add subtle stains, dust, rust, scratches and other kinds of damage can really help sell the illusion of real concrete or plaster. And while not really relevant when mimicking a near-perfect photo, adding subtle fingerprints, specks of dust/lint or stains to a reflective surface sometimes makes for a better render.

But most important of all: Remember that rendering things is always more art than science. There are multiple ways to achieve different effects and learning all the tricks by experimenting is going to really up your game. Keep going!

[–] BudgetBandit@sh.itjust.works 4 points 11 months ago
[–] prof@infosec.pub 4 points 11 months ago

꧁•⊹٭ SQUIGGLY ٭⊹•꧂

[–] blackbelt352@lemmy.world 4 points 11 months ago

God dayum that is some incredible photorealism! Impressive work!

[–] xorollo@lemmy.world 3 points 11 months ago

This is great. I know nothing of Blender, but the only difference I notice between these is the floor color in the reflection is bluer than brown. The floor in your render looks more real to me than the right.

[–] AllNewTypeFace@leminal.space 2 points 11 months ago

Looks like a more grown-up Memphis.

[–] LiveLM@lemmy.zip 2 points 11 months ago

Awesome work!

...this also reminded me that I forgot to follow the crossview communities on Lemmy lol

[–] dalekcaan@lemm.ee 1 points 11 months ago (1 children)

Impressive! All those squiggly bits look like a bitch to model.

[–] Obituarykidney@lemmy.world 3 points 11 months ago (1 children)

Surprisingly the hardest part was getting the three way bend with a round shape on the corners. It ended up having a super simple solution but took me ages to figure out.

The squiggles I just used a math function mesh with sin(x), scaled it to the right size, converted to a curve and put a curve modifier on the leg.

[–] dalekcaan@lemm.ee 1 points 11 months ago

Oh neat, that's a good idea!

[–] TheFonz@lemmy.world 1 points 11 months ago* (last edited 11 months ago) (1 children)

Are you using AGX for the color transform? Your shadows look really dark. Nice work btw

The only thing I would crit is the lighting. Are you using an HDRI? You may want to experiment with emissive materials and compare (try to recreate a studio soft box)

[–] Obituarykidney@lemmy.world 1 points 11 months ago (1 children)

Yes I used AGX, everything else just felt super washed out. I have an indoor studio hdri, with two emission panels and two area lights. The emission panels got the lighting close but there were a lot of highlights that I had to add the area lights to achieve. Turning up the emission strength started to wipe out the shadows from the chair. I'm not quite sure how they got their lighting so bright and still had soft shadows.

[–] TheFonz@lemmy.world 1 points 11 months ago* (last edited 11 months ago) (1 children)

Interesting. I imagine you're already aware of the size of the light vs strength difference? Like they might have a really giant diffuse box in the studio given it's q furniture photoshoot.

You got pretty close though!

[–] Obituarykidney@lemmy.world 1 points 11 months ago (1 children)

Yeah I tried multiple configurations. The final product is using a 4 metre square emission panel (the mirror is 1.8m tall), the tiny area lights you can see in the wireframe are just highlighting the chair.

[–] TheFonz@lemmy.world 1 points 11 months ago

The other thing that gives it away quickly is the scale of the ground texture. If you look at the reference photo, concrete doesn't have such large splotches. Can you scale it down a bit maybe? Add an overlay with a bump from a grunge/scratch map?