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	<title>Blender Guru &#187; compositing</title>
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		<title>The #1 Reason Your Render Looks Fake</title>
		<link>http://www.blenderguru.com/the-1-reason-your-render-looks-fake/</link>
		<comments>http://www.blenderguru.com/the-1-reason-your-render-looks-fake/#comments</comments>
		<pubDate>Tue, 27 Apr 2010 19:09:21 +0000</pubDate>
		<dc:creator>Andrew Price</dc:creator>
				<category><![CDATA[Articles]]></category>
		<category><![CDATA[compositing]]></category>
		<category><![CDATA[rendering]]></category>
		<category><![CDATA[wowfactor]]></category>

		<guid isPermaLink="false">http://www.blenderguru.com/?p=1289</guid>
		<description><![CDATA[There's more to photo realism than you think.]]></description>
			<content:encoded><![CDATA[<p>Let me ask you something, when you slave away for hours in Blender, what are you trying to achieve?</p>
<p>To make cool shit? Nope. Think bigger.</p>
<p>Give up?</p>
<p>Whether you realize it or not, the sole purpose of all 3d art is to <em><strong>make something look believable.</strong></em></p>
<p>That&#8217;s it. There are no exceptions.</p>
<p>If your image doesn&#8217;t relate to the real world in some way, the audience will feel disconnected and become <em>disinterested</em>. It doesn&#8217;t matter if your rendering an architectural fly-through of a house or an orc warrior fighting his way out of a volcano, you are still taking something that exists in your mind and producing it as a picture and hoping the audience believes it.</p>
<h3>You&#8217;re doomed, unless&#8230;</h3>
<p>Let&#8217;s say you spend hours intricately modeling each and every nail of a door frame, you piece together textures to create flawless materials, and you spend a solid week on the lighting setup.  Well guess what? If you hit render now your scene is still going to look fake. The reason for this is simple: <strong><em>You haven&#8217;t added camera imperfections</em></strong>.</p>
<p>It sounds like a joke, but it&#8217;s absolutely true. Photography is the <strong>single most important thing</strong> to understand when it  comes to learning 3d,  but for some reason most artists choose to ignore  it.</p>
<div id="attachment_1308" class="wp-caption aligncenter" style="width: 550px"><a href="http://www.flickr.com/photos/alexdram/3382585943/"><img class="size-medium wp-image-1308 " title="Alex  Dram" src="http://www.blenderguru.com/wp-content/uploads/2010/04/Alex-Dram-540x361.jpg" alt="" width="540" height="361" /></a><p class="wp-caption-text">Do I have your attention yet?</p></div>
<p><span id="more-1289"></span>When you take a real photo with a real camera, do you realize how many flaws are being built into the photo?</p>
<p>Just to name a few:</p>
<ul>
<li>Chromatic Abberation</li>
<li>Vignetting</li>
<li>Soft Glare</li>
<li>Light rays</li>
<li>Reflecting glare</li>
<li>Bloom</li>
<li>Lens Flare</li>
<li>Glare burnout</li>
<li>Ghost glare</li>
<li>Depth of Field</li>
<li>Motion Blur</li>
<li>Lens Distortion</li>
<li>Lens dust, scratches, sweat, fingerprints</li>
<li>Film developing artifacts</li>
<li>Color grading</li>
</ul>
<p>Now guess how many of these flaws occur when  producing a computer  generated image?</p>
<p><strong>NONE. ZERO. ZIP. NADA. </strong></p>
<p>When you hit F12 you will produce a perfect still. <strong>Every. Single.  Time.</strong></p>
<p>For example, take a look at this image by the talented artist, <a href="http://marekdenko.net/">Marek   Denko</a>:</p>
<p><a href="http://www.blenderguru.com/wp-content/uploads/2010/04/Eldorado_HD.jpg"><img title="Eldorado - Marek  Denko" src="http://www.blenderguru.com/wp-content/uploads/2010/04/Eldorado_HD-540x336.jpg" alt="" width="540" height="336" /></a></p>
<p>Aside from the perfect lighting, flawless modeling and impressive   materials. What else has he incorporated?</p>
<p>Effects. And lots of them.</p>
<ul>
<li>Depth of field</li>
<li>Chromatic Abberation</li>
<li>Lens scratches, dust &amp; dirt</li>
<li>Color Grading</li>
<li>Bloom</li>
<li>Reflecting glare</li>
</ul>
<p>These are all things are done <em><strong>outside</strong></em> of the 3d   viewport and added in post production. That means that after he slaved over every piece of detail in the  scene,  he flipped to the compositor and continued working.  That is  what pushed this scene over the edge.</p>
<p><!--more-->Have you ever wondered how Pixar achieved that authentic film look in Wall-E?</p>
<p>This was actually the result of many months of work. Before they began working on the meat of the production, they focused entirely on trying to replicate the look of live footage in their 3d software. They even went as far as to consult the Director of Photography from <em>No Country for Old Men</em>, on tips for creating real camera and lighting setups.</p>
<blockquote><p>&#8220;We rented some equipment and used the live-action DP [Marty  Rosenberg] who eventually shot some of the live-action elements. He  helped us do some lens tests. Our depth of field, our cameras never look  as we expect them to.</p>
<p>&#8220;Life is nothing but imperfection and the computer likes perfection, so we spent probably 90% of our time putting in all of the imperfections,  whether it&#8217;s in the design of something or just the unconscious stuff.  How the camera lens works in [a real] housing is never perfect, and we  tried to put those imperfections [into the virtual camera] so that  everything looks like you&#8217;re in familiar [live-action] territory.&#8221;</p>
<p>-Andrew Stanton</p>
<p>(source: <a href="http://www.awn.com/articles/production/hello-iwall-ei-pixar-reaches-stars">AWN</a>)</p></blockquote>
<p>The result was a very slick, very believable environment for Wall-E to explore.</p>
<p><img class="aligncenter size-medium wp-image-1298" title="walle" src="http://www.blenderguru.com/wp-content/uploads/2010/04/walle-540x270.jpg" alt="" width="540" height="270" /></p>
<h3>Why using the compositor is crucial to your success</h3>
<p>The most common question people ask is, why would I  want to  incorporate camera flaws into my renders? After all camera flaws are exactly that, <em><strong>flaws</strong></em>.  So wouldn&#8217;t an image that is clean from  these flaws look better?</p>
<p>Nope. Let me explain why.</p>
<p>When you look at a white car sitting in the hot sun, your eyes <em>expect</em> to  see  a reflecting glare. When you look closely at  your spoon  during breakfast, your eyes <em>expect </em>the bowl of cereal in the  background to be out of  focus. And at night time when you look at a  street lamp, your eyes <em>expect</em> to see rays of light.</p>
<p>I could go on, but I think you get the picture.</p>
<p>Our eyes have become so accustomed to seeing these imperfections that  they have <em><strong>become apart of the object</strong></em>. And when they are  missing, the viewer spots a  fake.</p>
<p>Now don&#8217;t get me wrong, lighting, materials, textures and lighting are all important and I&#8217;m not pretending they aren&#8217;t, but until you learn how to replicate the look of a real camera in the compositor, you can kiss believability goodbye.</p>
<p><!--more-->If you are interested in exploring this topic further, I am writing an eBook called <strong>The Wow Factor</strong>. It&#8217;s not available yet, but you can register your interest here: <a href="http://wowfactorbook.com">http://wowfactorbook.com</a></p>
<p><!--more--></p>
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		</item>
		<item>
		<title>Creating Realistic Fire in Blender 2.5</title>
		<link>http://www.blenderguru.com/creating-realistic-fire/</link>
		<comments>http://www.blenderguru.com/creating-realistic-fire/#comments</comments>
		<pubDate>Tue, 23 Feb 2010 17:51:31 +0000</pubDate>
		<dc:creator>Andrew Price</dc:creator>
				<category><![CDATA[Simulations]]></category>
		<category><![CDATA[Tutorials]]></category>
		<category><![CDATA[compositing]]></category>
		<category><![CDATA[ebook]]></category>
		<category><![CDATA[intermediate]]></category>
		<category><![CDATA[smoke]]></category>

		<guid isPermaLink="false">http://www.blenderguru.com/?p=963</guid>
		<description><![CDATA[Download the free eBook here!]]></description>
			<content:encoded><![CDATA[<p>Previously, creating fire in Blender was a <em><strong>chore</strong></em>. We were forced to use the outdated particle system combined with the clumsy halo renderer. We cringed as we hit F12 and watched the equivalent of a mustard stain materialize on screen.</p>
<p>Those days are over.</p>
<p><span id="more-963"></span></p>
<p>The new smoke simulator can not only create realistic smoke, but a <strong><em>gorgeous</em></strong> fire.</p>
<p>I&#8217;ve been working extensively with the smoke simulator over the past few months to find out the best method for creating fire. It&#8217;s been a long road but I believe I&#8217;ve finally got the formula right.</p>
<p><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="540" height="304" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="allowfullscreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="src" value="http://vimeo.com/moogaloop.swf?clip_id=9677788&amp;server=vimeo.com&amp;show_title=0&amp;show_byline=0&amp;show_portrait=0&amp;color=00adef&amp;fullscreen=1" /><embed type="application/x-shockwave-flash" width="540" height="304" src="http://vimeo.com/moogaloop.swf?clip_id=9677788&amp;server=vimeo.com&amp;show_title=0&amp;show_byline=0&amp;show_portrait=0&amp;color=00adef&amp;fullscreen=1" allowscriptaccess="always" allowfullscreen="true"></embed></object></p>
<p>Last week, I launched an <a href="http://www.blenderguru.com/introduction-to-smoke-simulation/">Introduction to Smoke Simulation</a> that covered an in-depth approach to realistic smoke physics.</p>
<p>This week it&#8217;s all about fire&#8230;<strong> and it&#8217;s completely free.</strong></p>
<p>What you will get from this tutorial is essentially the 3 months worth of experimenting, testing and adjusting, it took me to create the <strong>best looking fire possible</strong>.</p>
<p>In this tutorial you will learn:</p>
<ul>
<li>How to create fire and smoke using the new smoke simulator</li>
<li>A simple lighting trick that will vastly improve the look of your fire</li>
<li>The <em>correct</em> material settings for fire</li>
<li>How to make your flames emit burning embers</li>
<li>An easy heat distortion trick that adds nothing to your rendertimes</li>
</ul>
<p>Here&#8217;s a sneak peak at what&#8217;s inside:</p>
<p><img class="aligncenter size-medium wp-image-968" title="Page 7 of Creating Realistic Fire in Blender" src="http://www.blenderguru.com/wp-content/uploads/2010/02/page7-suped-up-540x698.png" alt="" width="540" height="698" /></p>
<p><img class="aligncenter size-medium wp-image-966" title="Front Cover of Creating Realistic Fire in Blender eBook" src="http://www.blenderguru.com/wp-content/uploads/2010/02/cover-540x698.jpg" alt="" width="540" height="698" /></p>
<p><!--more--></p>
<p style="text-align: center;"><a href="http://blenderguru.com/wp-content/uploads/Exclusive/Creating_Realistic_Fire_in_Blender.pdf">&gt;&gt;Download your free copy of the eBook here&lt;&lt;</a></p>
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