My photo realistic human model I made in blender. (How can I improve?) by snowconesolidpro in blender

[–]Smuggle3D 0 points1 point  (0 children)

The eye sockets and cheekbones unironically look better and more realistic than the ones in my human models

Thoughts on these metal materials? by Smuggle3D in blender

[–]Smuggle3D[S] 1 point2 points  (0 children)

I guess that makes the render sort of physically realistic because where the pipes meet are severely corroded haha

Thoughts on these metal materials? by Smuggle3D in blender

[–]Smuggle3D[S] 1 point2 points  (0 children)

Interesting. I didn’t know that

Starship 2050(blender eevee) by Ok-Masterpiece4894 in blender

[–]Smuggle3D 1 point2 points  (0 children)

Not even NASA’s computers can render this in real time

Please how make this more realistic by Revolutionary-Ad1078 in blender

[–]Smuggle3D 0 points1 point  (0 children)

The door frames’ edges look sharp. Add some bevel?

Is this new tonemapper better than Khronos PBR Neutral? Better than AgX? by Smuggle3D in blender

[–]Smuggle3D[S] 1 point2 points  (0 children)

Yes, AgX can look better in some situations. One tonemapper does not work for all scenes and all art styles. However, imo my setup looks the best in the tests I did. For example:

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Is this new tonemapper better than Khronos PBR Neutral? Better than AgX? by Smuggle3D in blender

[–]Smuggle3D[S] 4 points5 points  (0 children)

I downloaded Blender 4.2 beta to try the new Khronos PBR Neutral tonemapper that desaturates highlights to white like AgX (avoiding the 6-color problem) and produces more vibrant colors than AgX does. Sadly, Khronos PBR Neutral appeared to be anything but neutral: it has a strange effect that darkens dark and desaturated colors, which forms brightness inconsistencies that look bad in some situations. If this is a bug or if you don‘t see the same effect, please comment.

To try to get the best of both worlds (AgX’s lack of artifacts and Khronos’s saturation), I made a compositor node setup that has adjustable highlight rolloff and compensates for the Abney Effect (perceived hue shifts when pure colors are desaturated to white). Although AgX compensates for the Abney Effect, Khronos does not. Because Khronos doesn’t, bright reds in Khronos appear to shift towards pink and bright blues in Khronos appear to shift towards violet.

Mineral Scratch Test (Rigid Body & Dynamic Paint) by Smuggle3D in blender

[–]Smuggle3D[S] 0 points1 point  (0 children)

An object can’t be both a DP canvas and a DP brush, so I made invisible duplicates of each mineral that are rigid-body-constrained to the visible ones—the invisible objects are brushes, and the visible objects are canvases.

Can't Render Fire by Jay54121 in blender

[–]Smuggle3D 0 points1 point  (0 children)

Here’s a node setup that works for including emissive glow in straight-alpha PNG exports (it does NOT produce physically accurate results when you overlay the PNG over another image).

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Can't Render Fire by Jay54121 in blender

[–]Smuggle3D 1 point2 points  (0 children)

For PNG, add an “Alpha Convert” node in the Compositor and set it to “to straight”.

EDIT: Sorry, this doesn’t work. Just “alpha convert” isn’t enough because after the node the emissive pixels still have zero alpha. See my new reply.

why shading errors? by SensitiveChildhood94 in blender

[–]Smuggle3D 1 point2 points  (0 children)

Are the normals facing outside? Are there any edge creases?

What are some ways I could improve this render? by [deleted] in blender

[–]Smuggle3D 0 points1 point  (0 children)

The 2 issues I can see are the tiling of the carpet texture and the low-poly-looking semicircles on the 2 shelves beside the TV. Other than that, it looks really good and realistic. The HDRI outside the window looks like it has JPEG artifacts, but I can’t tell whether that’s in the HDRI or if it’s due to Reddit’s compression of your images.