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๐Ÿงต /3/ Rate my render

Anonymous No. 845677

> I am intermediate in Blender (I think)
> Stopped 3D for two years
> My first project since two years
> All made in shaders
> Cycles Render
> Give improvments aspect if you find some

Anonymous No. 845679

>>845677
I like the lines. The fabric is a bit migraine-inducing. Even silk has thread patterns. Very well executed watchband!

Anonymous No. 845683

>>845677
It looks really good anon. The only thing I would go for with it is to add more realistic things like thumbprints or scratches in both the watch and cloth. Just this little details that make it look more hyper-realistic.

You somewhat motivated me to get off my ass and try a hand at working on blender stuff again. I've been stuck learning unreal for a few months now.

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Anonymous No. 845688

Ah, the good ol' cycles. Looks fucking abominable, as per usual with this christforsaken render engine.
Is that a plastic toy?

Anonymous No. 845690

>>845688
You are a joke

Anonymous No. 845698

>terrible texturing
>shit composition, what is the rule of thirds for 1 million, alex?
>REALLY SMALL TABLE
>reflections make no sense, shitty overall rendering

you lack fundamentals.

Anonymous No. 845707

>>845677
Looks like Eevee lol

Anonymous No. 845709

Too filmic. I can tell because of the highlights, and having tone-mapped a few highlights in my time.

Anonymous No. 845712

>>845698
IF YOU can manage to see past the hate, anon hasa point about fundamentals.

decent render though anon 70 percent of the way there

Anonymous No. 845723

>>845677
using blender to make '''textures''' isn't something to be proud of. That said the watchband is well made and with good textures would be a good watch

Anonymous No. 845751

>>845723
The problem i find in making textures with blender is that they look very good in blender and very shit outside of it.

Anonymous No. 845757

>>845751
The real problem is that so many of the "blender heads" in the current tutorial circuit really lean into the procedural texture meme workflow, basically walking and talking as if the procedural textures they produce from the nodegraph are the user's best option. A lot of younger folks step into blender as their first taste of 3d- and only really grasp THAT workflow- Nearly unaware of the wide world of textures beyond. if scenes are exclusively textured with the shader editor, 99% you end up with mediocre scenes

Not all procedural textures are created equal, I will say. Depends on software; skill of course too

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meatball No. 845781

>>845677
Good job OP, your modeling is on point. I'm sure you're aware of how shading can be improved to make the watch and cloth convincing, I'll just add that you might like making image adjustments outside of Blender. This is what I do. I only do still renders btw (no animation):
Add File Output node in Blender compositor to export image as OpenEXR, with color depth set to "Float (Full)".
(don't forget to check "use nodes" in compositor window lol)
???
render
???
I go to my photo editor (Affinity Photo) that already has the OpenColorIO config from Blender imported, then add the EXR image,
add "OCIO Adjustment" above its layer, and set it this way: Source: Linear, Destination: Filmic sRGB,
Now just cozily photoshoop your render. (you can make adjustments before OCIO adjustment layer too, for example I use "Exposure" adjustment before OCIO adjustment layer.)
I'm a bit retarded at this, but to make sure that "What I See Is What I Get" in the final export to PNG, I do this:
Add "Levels Adjustment" to the top of the stack, in it I set Gamma to 2. Then, in the bottom right area of Affinity, go to "32P" tab, or 32-bit preview, and make sure it's either on "ICC Display Transform" or "OCIO Display Transform, Standard, sRGB".
Otherwise, things look different and stuff.

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meatball No. 845782

>>845677
>>845781
I also use a python script/blender addon called "auto-filepath" that tells Blender to save your renders to a new folder named current date+time, and under a file path specified in Output Properties > Auto-Filepath > directory. Mine is set to something like D:\Users\User\modeling\renders\blazing-bunghole\
Very convenient, and should be default. I don't like overwriting my fucking renders REEEEEEEEEE, and I like render folders getting auto-named to the current date. Before this I started renders from command-line (Blender headless) from a simple shell script that sets the output path to current date+time.
Here it is on github:
https://gist.githubusercontent.com/robertguetzkow/8dacd4b565538d657b72efcaf0afe07e/raw/0a3acd58dcd723d936f75003085d15de753f0afb/auto_filepath.py

I run Intel's denoiser outside of Blender, and I started doing that because denoising inside Blender takes memory during renders, and it's unfortunately proportional to the size of the render (first time it happened it was a huge ass panoramic shot. I do 8K renders more regularly now and I can't use in-process denoiser for my biggest scenes or it'll kill the process). To do that, I use this: https://github.com/DeclanRussell/IntelOIDenoiser/releases
The command I run looks like this. (yes it's powershell)
& 'C:\Users\User\somewhere\Denoiser_v1.6\Denoiser.exe' -clean_aux 1 -i 'blazingbunghole-exr-image-0001.exr' -n 'blazingbunghole-exr-normal-0001.exr' -a 'blazingbunghole-exr-albedo-0001.exr' -o blazingbunghole-denoised.exr

but don't worry about this shit unless you're running out of memory during renders and you still really want a good denoiser.

Anonymous No. 845788

>>845679
"Even silk has thread patterns", I will remember that, I thought silk was magic and you cannot see any thread pattern, I will use a texture for next time.

Thank you

Anonymous No. 845789

>>845683
Thank you.
> As I said, I have done it with shaders, not texture, so do you have an idea how to add some scratches? With the textures nodes in Composer?

> I don't think fingerprints on a brand new watch is so great, I was looking at pro photographers they use gloves when the manipulate watches and jewelry to avoid fingerprints, look at Rolex website.

> Unreal? Telle me, can you really bypass programming with the "blueprint" of Unreal? I would like to do a small game but I don't want to learn programming? Is unreal good for real-time Archviz? Lastly, Bolt with Unity is good (it is also a blueprint to avoid coding)

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Anonymous No. 845790

>>845688
I can show you a bunch of video of ppl rendering the same scene in V-Ray, Corona and Cycles and having very close results.

I am intermediate, a pro can make it look better in all aspects.

You fat cat!

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Anonymous No. 845791

>>845698
> Shading, no texturing here
> I know the rule of thirds but I wanted to center it because it is a unique object, not a composition or a scenary
> I did the table small in purpose, it is a display stand.

Thank yu anon, I take in consideration your advices.

Anonymous No. 845792

>>845707
I tried both, evee looks like a jok, like early 3D Toys-Story like.

Anonymous No. 845794

>>845709
Filmic is not the best for realistic renders?
Yes I use Filmic.

Anonymous No. 845795

>>845712
Thank you anon, second encouraging comment.

I want to improve, I know is far from perfection but this time I am not stopping 3D.

If you have any books about lights and composition I would be happy.

Have a good day anon.

Anonymous No. 845796

>>845723
I agree, textures>shaders.

I will switch to texture for the next, next project.

Anonymous No. 845798

>>845757
I agree that Textures>Shaders.

My future project would be in textures.

Yes, somehow the procedural is a meme, but the interest is that you can send one file to a render farm vs with textures maps it is more complicate.

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Anonymous No. 845799

>>845781
Hi anon,
Yes I know I can improve my shaders.

To be honest I think to edit the images in Blender Composer it's kind of autistic, I prefer Photoshop that I use since I am 16yo.
I only do Archviz and objects I don't need crazy effects.

> Thanks a lot for your tip, I screenshot your comment.

I might sound naive but can I just export in PNG, OpenEXR is way better? (I will educate myself in OpenEXR, I don't know anything about it aside it is use for HDRi)

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Anonymous No. 845801

>>845782
>I run Intel's denoiser outside of Blender

This is black magic.
Thank you for the advices again this is very interesting, I will look at it for sure.

Anonymous No. 845862

>>845799
>To be honest I think to edit the images in Blender Composer it's kind of autistic
kek you say what I've been thinking for a while now whenever I see people using the compositor for the strangest shit

Anonymous No. 845879

>>845862
Doing image editing in blender is like painting in windows paint it's common sense thats it's a regarded idea that should never be considered doing

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Anonymous No. 845884

>>845879
>Regarded
Meant retarded

Anonymous No. 845898

>>845879
The only case where it is excusable to use Blender for image edition is if you use Linux and thus you can't use Photoshop (please, don't start with Gimp).

Anonymous No. 845914

>>845898
But Anon, Photopea exists.

Anonymous No. 845918

>>845794
Don't stay at Filmic. Add some grading. Use Photoshop as the other anon said, or go for a more capable solution like Resolve. Filmic gives you a great base for further work, take advantage of that.

Anonymous No. 845989

>>845914
I came from Photoshop I don't want to use something else, it is like you where driving a Porsche 911 and now you drive a shitty Wolksvagen.

Anonymous No. 845990

>>845989
>Resolve
I already do know photoshop well, I even done a bunch of paid shooting. I don't see what I will use Photopea or Resolve, even if Resolve look very cool.

Even in worse case scenarion, if someone is a Linux user he can then edit on Windows.

Anonymous No. 846021

>>845990
>I don't see what I will use Photopea or Resolve
Resolve has proper support for 32bit EXR. That gives you a lot more room for grading.

But if otherwise Resolve is too much for the task, Affinity can also work with EXRs and supports OCIO.

Anonymous No. 846026

>>846021
You seem to know a lot. Can you please guide me?

> I export in PNG
But if I understand well :
OpenEXR = 32bit/ loseless compression, but what else?
What OpenEXR is a live changing thing? (sorry to sound like a noob)

> So Resolve handle OpenEXR, okay, I understand now why it is interesting

> Affinity, they claim to be the fastest, precise and fluid software in the market, is it true?
It is not just a poor Photoshop clone?

Anonymous No. 846056

>>846026
>OpenEXR = 32bit/ loseless compression, but what else?
Read this: https://rainboxlab.org/downloads/documents/EXR_Data_Compression.pdf It's a document outlining solutions to problems you don't know yet you have, but sometimes that's the best way to learn.

>What OpenEXR is a live changing thing?
I don't understand what you mean by this.

>It is not just a poor Photoshop clone?
Worse in some areas, better in others. Regarding 32 bit formats and modern color management, Affinity can look down on Photoshop.

Anonymous No. 846073

>>846056
I will read that, I answer here tomorrow night, I am on timezone UTC+2. Good night anon.

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Anonymous No. 846093

>>846073
Heh, same. G'night.

Anonymous No. 846296

>>846093
I readed the stuff about OpenEXR.

I had no idea what it was and wow :
-32bit
-alpha
-max dynamic range
-export without losing quality

I understand why I should use Blender Compositor, Rsolve or Affinity.

Anon I have read the PDF but I didn't understood everything. I took notes and I will do research point by point on everything I did not understand.

You seem to be advances, do you have a portfolio? I am curious to see your work.

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Anonymous No. 846404

>>846093
Left : OpenExr
Right : PNG

Anon, why the OpenEXR looks bad, in Blender the my worked look like the one one the right. I did not change the settings, only saved in PNG and then in OpenEXR to see the difference.

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Anonymous No. 846407

>>846404
always check your gamma settings when saving images in a 8-bit format (png).

Anonymous No. 846486

>>845698
Imagine thinking every composition had to follow the rules of thirds.....pretty retarded tbqh

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Anonymous No. 846503

>>846486
I totally agree

Anonymous No. 846519

>>846486
>t. dilettante

Anonymous No. 846612

There's no way this is seriously considered intermediate

Anonymous No. 846618

>>845677
Not intermediate, you're a noob. Look at a photo of a real watch and try again.

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Anonymous No. 846628

>>846618
OP is quite close to a real watch (pic rel of my watch). He just needs better composition and better lightning.

Anonymous No. 846632

>>846628
Yeah lighting... and modelling and texturing and rendering and composition.

Anonymous No. 846651

>>846632
I know is not perfect yet but you are to harsh with me, I am going to cry if you continue.

Joke aside, I want to improve, any resources would be welcome anons.

Anonymous No. 846674

>>846651
I'm not being harsh, it looks like one of my first renders 15 years ago. Good times, blender didn't even have raytracing back then.

Anonymous No. 846675

>>846651
Study product lighting, subsurface modelling, and look at photos of real objects.

Anonymous No. 846757

>>846675
>>846675
Okay, I keep this recomendation in mind. Thank you anon.