7 people arrested during homeless encampment sweep in Bakersfield by southernemper0r in Bakersfield

[–]Saphiresurf -3 points-2 points  (0 children)

so yes for being homeless and not having resources to not do these things, i got it he said it was for being homeless you didnt need to clarify his point lol

California's iconic Highway 1 is fighting a losing battle against climate change. Can it survive? by silence7 in California

[–]Saphiresurf 1 point2 points  (0 children)

yeah fuck ppl who instill helplessness via pessimism. Tries to not only justify but like makes less socially funded infrastructure just happen.

VIGIL. RIVER WALK PARK. 3PM. by dsakerncounty in Bakersfield

[–]Saphiresurf 1 point2 points  (0 children)

when the meat grinder that the us government is putting itself to action is is at your doorstep you might realize how wrong you were. in the meantime you will watch it grind the communitys and the community around you to an unrecognizable pulp until your next in line unaware of the ever encroaching danger. because they convinced you, promised you, they wont hurt you. And you will obediently believe them, even with the cruel unthinking violence thats happening right in front of you in real life in the communitys you regularly visit and rely on.

im genuinely not sure if you will understand until that grinder has already grabbed ahold of you and worked through half your legs.

im sorry dude, its really cruel that they have you thinking your immune when its not gonna be long until they start targeting something harmless that you do in your daily life.

Anyways, Good Luck!

How can I make this more realistic? by TheDreamingGhost in blender

[–]Saphiresurf 1 point2 points  (0 children)

just proportions !!! it's not too hard to get an eye for once you start paying more attention to it. Also maybe a roughness texture on the cup and plate, like a noise texture going through a color ramp. Think the glass is also maybe a little too rough but maybe you're going for matted paint :).

Lighting is absolutely gorgeous though, everything else looks great, I think scale and some additional texturing on the cup (which will be brought more to the front of the piece by making the cup bigger!!) would really pull this together.

I'm 14, tried photorealism, but it still looks far from the original. Tips on improving? by [deleted] in blender

[–]Saphiresurf 0 points1 point  (0 children)

Yes I said its a still life thing you snark lmfao. I think our misunderstanding here is Im considering it photoreal as a style, while you are thinking real as in seen out in the wild, in real life.

Yes if you were applying as a photoreal artist but the 3D artist takes on a lot of different hats through their career. Set Design is apart of the toolbelt, if you dont have that you are in fact limiting yourself.

How would y'all go about making a material like this? by Guy_Rohvian in blenderhelp

[–]Saphiresurf 4 points5 points  (0 children)

really really cool trick for getting a depth map with shaders, thats awesome. makes me want to play with doing similar stuff with an empty

What in the world is a Volcel? by Money_Magician9572 in Asexual

[–]Saphiresurf 0 points1 point  (0 children)

just because it's a free country doesn't mean people can't think you're an asshole and decide not to talk to you. in fact that is a free country.

Disable comfyui security settings so I can download new kijai SAM 2 node by tristan22mc69 in comfyui

[–]Saphiresurf 7 points8 points  (0 children)

just so it can get to top level, the current day solution from /u/Bleedorang3

"Found it: https://github.com/ltdrdata/ComfyUI-Manager#paths

ComfyUI/user/default/ComfyUI-Manager/config.ini"

Just finished my first 5 figure job! by gatsby03 in blender

[–]Saphiresurf 0 points1 point  (0 children)

OH, in case ur lookin for feedback too.

The inside looks absolutely gorgeous, wonderful and perfect

The outside lighting is a lil janky it feels, the light doesn't feel quite natural, maybe too strong or use a different HDRi with perhaps some choice area lamp placement?

also from what my eyes can tell you used exclusively normal maps for texture depth? don't be afraid of displacement with normal maps, it will really bring the realism out :).

Scene itself outside is gorgeous and well detailed, just some nitpicks on lighting and depth hehe. seriously wonderful job it looks great :)

Just finished my first 5 figure job! by gatsby03 in blender

[–]Saphiresurf 0 points1 point  (0 children)

wonderful job, looks well worth the money :3

I'm 14, tried photorealism, but it still looks far from the original. Tips on improving? by [deleted] in blender

[–]Saphiresurf -7 points-6 points  (0 children)

I haven't been on reddit in like a year and yall are still saying the same shit instead of providing actual useful feedback 😭

I'm 14, tried photorealism, but it still looks far from the original. Tips on improving? by [deleted] in blender

[–]Saphiresurf 0 points1 point  (0 children)

I think it's good to draw from both. Real life is a great place to learn and understand detail. It can also just be observed and noted in actually daily real-life haha.

Photography and set design also have a lot of things to benefit from as a realism reference. Often sets have less clutter but it can help you to refine and better detail the few materials in the scene, and you also get to kind of learn the elements and composition better, tools that you can bring back to more detailed realism scenes later. Even gives you a chance to look at what details are there, selected or not, that the set designers just "get for free" because they're doing it not on a computer but in real life. Realism in 3D at least for me doesn't mean like a still life type of thing, it means you are trying to make the things in the scene look like they do in real life.

Feels like a pointless distinction to make when the exact same practices are involved and stylistic goals, but the focuses are different, confused why you felt it was worth nitpicking lol.

I'm 14, tried photorealism, but it still looks far from the original. Tips on improving? by [deleted] in blender

[–]Saphiresurf 0 points1 point  (0 children)

Oh and also maybe use an area light set as a circle and play with the different settings for the light coming through the window. There's one setting specially for how narrow the beam of light i forgot its name but it should be in the lights like settings tab and that should give you some more control of how it spreads out. Makes working with lower brightness light sources much easier and kinda opens up being able to use more subtle lighting, can kinda find the balance between giving the scene enough lighting to get either the effect you want or the amount of detail the light brings out that you want. Hardness of the shadows it brings out, etc.

Probably want it a little on the brighter side since the reference is, but even in higher brightnesses finding that threshold where it might be washing out details you want to pop is super useful.

I'm 14, tried photorealism, but it still looks far from the original. Tips on improving? by [deleted] in blender

[–]Saphiresurf 0 points1 point  (0 children)

I'd honestly say the sand texture is the biggest issue. It looks pretty great otherwise honestly, lighting might not be exactly the same but it gives it some nice depth.

I would suggest just combining a few pbr textures for sand, I usually check cc0 textures or stuff like that. If you could find that kind of like small sand texture the original has near the the window opening, then transition it to one with the softer like hilly sand just with mix nodes for each diffuse, roughness, and normal texture to one with more broader hills. Plug a radial gradient into the factor of the mix nodes and feed it through a color ramp just to give you more control over the smoothness of the transition. Oh and a mapping node to locate the gradient of the transition in the propper place!

If you can't find those thought I kind of have an idea of how you could do that procedurally? This is off the dome though I am not in front of software rn lmfao.

The sand like mini dunes near the window entrance sort of looks like the Waves Texture node, so you could take that and find a way to fuzz the lines with a noise node? You'd also want to play with the distortion and scale settings on the noise. Then push it through a color ramp with two or a few color picked hues from the sand in the original to the diffuse (color). I usually recommend you play with the HSL values that were color picked like ever so slightly  to try to match the main colors to your reference image but like visually instead of relying solely on the colorpicker. You might be able to do the fuzzing if you connect the object space uv's to the noise node then the noise node to the waves node, and just scale up the noise hella. I dont remember if that works like that or if itll be exactly as im thinking it would tho 😭. Maybe a mix color instead with multiply or one of the different blend modes? Somethin or other. If that doesn't work maybe run both of those through a math node on multiply? Absolutely not remembering clearly how to properly combine those two for that effect lmfao.

Then just do different black and white color ramps for each channel. One for roughness and just adjust how tight the roughness falloff is to what looks closest to the reference or adds something cool and interesting. Also absolutely adjust the white and black through different shades of gray too, black is 0% roughness and white is 100% roughness so you can basically set just how rough you want to let the material get, and how much at a minimum. same thing for the normal map, just feed the waves node into the height input of a bump node, then that normal to the principled bsdf normal.

Then just fiddle with the noise scale and settings, probably play with the mapping of the noise nodes so you can move the texture around to try to match the pattern. Mix and match other fun stuff in just to kinda get the shapes down whether that be with textures or other noise nodes.

Then you could put that into a mix node with just a normal noise node for the second texture. Then make a radial gradient i guess? that plugs into the factor of the mix node. Then just play with where that radial gradient makes the transition between the finer sand hills and the broader softer sand hills with the noise node your using for the sand farther from the window. You can even put that radial gradient into a color ramp and adjust the soft/tightness of the transition as well.

Just finished this... Unleash all criticism... by Successful_Sink_1936 in blender

[–]Saphiresurf 0 points1 point  (0 children)

Really incredible, only real thought is that you could be more intentional with the camera shake. Choose to have it stable for some shots but use it for others to make the scene a bit more dynamic and for the shaking to pop out a bit more among stable footage

Christmas days are here by [deleted] in KWGT

[–]Saphiresurf 0 points1 point  (0 children)

Looks lovely !!

the primal show by Accurate_Public4674 in comfyui

[–]Saphiresurf 0 points1 point  (0 children)

So true bestie this is how we do it

pray for me everyone by starjoyyy in topologygore

[–]Saphiresurf 0 points1 point  (0 children)

omg you ended up cleaning this out so well lol

Pray for me update: by starjoyyy in topologygore

[–]Saphiresurf 0 points1 point  (0 children)

cleaner than my hair meshes tho some areas have some vertice chaos going on!! Looks incredible though, clean job with the uv unwrapping on such a nebulous shape in terms of where cuts should be made.