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Welcome back to the Reality Clinic. In this issue we’ll be covering the last four principles of photorealism. Yes, before we continue we’ll be taking another look at Principles of 3D photorealism to refresh our memories.
The 10 Principles of Photoreal 3D:
We’ve covered the first six principles in the previous articles so we’ll be covering the final four in this one. Before we get started, let’s revisit our example image and the background behind it. Take a look at Figure 1.1.
Figure 1.1 shows Gizmo on Papagaio’s workbench where he was created. The scene takes place at around 1am in the basement of Papagaio’s house. He doesn’t want anyone to find out about the Dwellers so he only uses a shop light to illuminate the workbench. He’s just finished adding the circuit board, which is Gizmo’s brain. The scene has captured the moment at which Gizmo comes to life. Now that we’ve refreshed our memories, let’s take a look at the last four Principles of Photoreal 3D and see how they were applied to the ‘Dwellers’ image.
principle 7: flaws, scratches and dings Applying flaws to your objects requires that you first explore the nature of the scene. You must consider the following questions to determine if and when to apply flaws. 1. What is the object material? This is the most important question. The material makes a major impact on the type of flaws you’ll need to apply. Wood is the most likely surface to be flawed. Plastic and papers, such as cardboard, frequently have dents and dings. Metal, on the other hand, usually has minimal flaws. Hard metals, like steel, are typically scratched; softer metals like lead, aluminum, copper and brass are usually dented and dinged. Objects that are dented and dinged are commonly referred to as peened. You will see a lot of peened metals in industrial images. The last of the major material types is fabric. Fabric frequently has rips and tears, though you will see knotted threads on occasion. Take a moment to consider the objects material when you are applying its surfacing. 2. How often is the object handled? Most objects are handled at some point. It’s necessary to determine how often the object is handled to accurately apply the flaws. Objects like household appliances, tools, sports equipment, recreational items, and clothing are frequently handled. These items are likely to have flaws. I’ve seen many 3D characters wearing jeans, but I’ve yet to see a worn spot on the knees. If the item is frequently handled, it really needs to have flaws, even if they are minor. I’ve also seen an abundance of flawless tools, which is very unlikely. Be sure to invest a little time in determining how often the object is handled before you surface it. 3. Who is handling the object? This is a question 3D artists rarely consider when applying surfacing to their objects. It’s important to take into consideration the personality of the individual who handles the objects. If the person is an auto body shop worker, it’s likely the tools are very flawed. They’ve been dropped, banged and pounded against everything in the garage. If the objects are surgeon’s instruments, there are likely to be very few flaws. If the object is a child’s toy, you can count on some serious dents and dings; not to mention the damage to the rest of the scene. Think about the personality of the characters handling the object before you apply aging. 4. Where is the object located? The placement of objects will determine the magnitude of flaws. The location of the object can have a large impact on the surface aging. For example: If you place objects high on a shelf they are likely to remain flawless. If they are located within reach they will probably have some minor flaws. If they are in reach of children, well, plan for the worst. This, of course, is an obvious example, so let’s look at one that’s not so obvious. Let’s say you have a car parked under a carport. The carport has posts that hold it in place. What are the odds you’ll ding one of these posts when backing out the car? OK, so you’re an excellent driver. Now, what about the guy in the parking lot that dings your car door for you? Tell me this hasn’t happened to you at least once. Get the idea? You need to be creative with your aging. The more creative the more likely it will appear realistic. Now it’s time for a little fun. Let’s ask these questions of an object in the workbench scene. Take a look at Figure 1.2. Here we have a close-up of Gizmo’s body. Let’s explore the aging of the Swiss Army knife.
There is another great example of surface flaws in Figure 1.2. Take a look at the hip joint on the left side of the image. This object is showing quite a few flaws in the form of dings. I wonder how they got there? Actually, this object is a new item. So why does it have dings? Well, it was stored with several other metal items, such as screws and bolts, in the tin can on the left side of the workbench scene. Since it’s a softer metal, it was dinged by the other harder metal items when they were dropped on it. It also received damage when Papagaio would shake the can to find the object he was seeking. As you can see, it requires some planning to determine the proper use of aging. It’s a bit of work, but the time is well spent when you consider the final result is a truly striking photorealistic image. Just remember not to get carried away with aging items. If you apply too much aging, the items will tend to look unrealistic. Just apply enough to break-up the surface. Nobody will buy into an object that is completely mutilated; unless it’s a post-nuclear war environment. We’ve covered all the staging and surfacing principles, now it’s time to take a look at the modeling principles.
principle 8: beveled edges Let’s take a look at how beveled edges were used in the workbench scene. Look at Figure 1.3. You’ll see a close-up of several hex-nuts. This is a simple yet effective use of beveled edges. You can see a small bevel on the outer edge of the nut. Notice how the beveled edges closest to the light source have a specular highlight. These are fairly obvious bevels. Now let’s look at a less obvious, but no less important bevel. Take a close look at the edge surrounding the blade lever on the exacto knife. You can see a very fine line of specularity on this small beveled edge. You can even see the specular reflection in the brass lever grip. This gives the exacto knife a refined and manufactured look. Ok, those are the more obvious bevels. Now it’s time for a really subliminal bevel. Take a look at the edge of the sheath around the copper wire that's facing you. You’ll notice a smooth look to the edge. This is an extremely small bevel, but it helps make the object realistic. When you cut a sheath with trimmers, you’ll compress the edge where it was cut. The beveling on the 3D object creates that compressed look. If it didn’t have the bevel, it would be flat. This would cause the end of the sheath to be washed-out by a specular highlight, making it look unnatural. Even though it’s a minor element in the scene, your eye would be drawn to it because of the irregular specular highlight. You can see how even the smallest of details can have a large impact on the photorealism of the scene.
principle 9: object material depth Take a look at Figure 1.4. Here you’ll see a close-up of the camera box from the workbench scene. This is a great example of object material depth. Notice how the cardboard tabs have thickness. If you take a closer look you’ll notice that the surface texture of the box label doesn’t go all the way through the material, making it possible for you to see the cardboard surface. This is a critical aspect of object depth in regard to box labels. For a 3D box to appear photoreal, you need to show both the label and cardboard surface. Real-world labels are printed on the surface of the cardboard, not as a part of the cardboard. If you ran the label surface all the way through the depth of the material, it would look artificial. Now take a look at the other end of the box. You’ll see that there are actually folded tabs that give the box the look of being assembled. We have all seen way too many 3D, product, boxes that were merely scanned images mapped to a simple cube. This obviously doesn’t look realistic because there is no depth to the material. In fact, there is no visible way to open the box. This makes the box lose all photoreal credibility, in spite of the scanned texture maps. For 3D product boxes to be realistic, they need to have material depth and signs of being manufactured. They also need to have slightly rounded edges that display specularity. The hard edge of a simple cube is completely unrealistic.
As you can see, material depth has profound impact on the realism of a model. Adding material depth is relatively simple but you must plan ahead. It’s far easier to add the material depth when you are just beginning the model that waiting until you’ve completed it. Take a moment to consider the material of the object before you begin modeling it. Well, that does it for the modeling principles. Now let’s take a look at the final Principle of Photoreal 3D: Radiosity.
principle 10: radiosity You’ll be surprised to know that the majority of illumination in any room comes from the light reflected off objects, not directly from the source. For example: Let’s say we built a room with four walls, painted with semi-gloss paint, and a floor tiled with linoleum. We’ll call it a dining room. We then place a table in the middle of the room and light it with a single light source directly above. Can we see the legs? In fact, we can. You see; the light was reflected off the table, then the walls, and finally the floor, thereby illuminating the table legs. This is radiosity. Now try the same test with a standard point light in a 3D scene. Can you see the legs? Unfortunately, you can’t. The objects in the scene did not reflect the light. This is why radiosity is necessary for creating truly photorealistic scenes. Now that you understand the concept of radiosity, you can see why it’s so critical for photorealism. Unfortunately, nearly ever 3D scene suffers from a lack of reflected light. This has nothing to do with the artist. It’s a limitation of nearly every 3D program. Why, you ask. It’s simple really. Radiosity is the most complex lighting formula to create. Not to mention that it also adds considerably to your render times. The good news is that many of the more popular 3D programs are working on radiosity solutions. So what do you do until radiosity is a feature in your 3D program? You fake it.
getting your hands dirty
Next month we’ll be taking a look at one of the most confusing elements of photorealism - photorealistic lighting. I’ll see you then.
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