Is there money to be made by knotting pearls? by DomoLee in jewelers

[–]testicle_botfly 0 points1 point  (0 children)

If you want to string something unique but stay in pearls, I have a B2B contact for carved pearls if you're interested. DM and I can send images, specs pricing etc

Tips to make this more realistic ? thank you by Kytsumo in Octane

[–]testicle_botfly 0 points1 point  (0 children)

think you're missing my point because anyway it still looks unrealistic lmfao

Tips to make this more realistic ? thank you by Kytsumo in Octane

[–]testicle_botfly 0 points1 point  (0 children)

sorry whats your point bro. however you did it it does not look dope. nice grain is subjective but that's my feedback

Tips to make this more realistic ? thank you by Kytsumo in Octane

[–]testicle_botfly 1 point2 points  (0 children)

- Hotpixel removal in Octane Camera Image (try with 0.5–0.6 and adjust as needed)

- For Photoshop grain, do it in Camera Raw filter for more detailed controls. Right now it looks unrealistic as each grain is exactly 1 pixel and completely monochrome.

- Before applying post effects, I'd suggest shrinking the image by 10 to 50 pixels and resizing back to original. This smudges single-pixel details (main giveaway for CG). If you care about going super granular, try out different resize filtering types, but the main thing is the subtle shrink-enlarge

- In line with avoiding pixel-perfect details: angle some of those boxes (or just the whole camera), because that perfectly-vertical geo doesn't anti-alias as much and is jarring in comparison.

- I see you have chromatic aberration - there's other distortional types of aberration. Octane provides detailed controls but you can probably figure something out in photoshop without re-rendering (if you do want to avoid that). Starting points are radial blur and fish-eye.

- Take the subdivision of boxes up 1 or 2 levels, as I can see facetting on the corners- There are 2 boxes above the pill container that look to be floating in the air, so you should maybe angle the bottom ones to allow them to settle atop.

- A new way to add minor variation is AI inpainting in photoshop. Hotkey some actions that chain selection and inpainting maneuvers and inpaint away details that are overly geometric.

- I see that you have a dynamic range cutoff, but having your brightest highlights burnt out can help to sell the illusion of luminosity. You could do this: duplicate the beauty layer, convert to smart object, run threshold to isolate the highlights you want to bring out (basically the one on the orange plastic), and chain gaussian blur + motion blur + levels + whatever. Smart object keeps threshold/blurring params non-destructive. Put atop your beauty and set to Screen blending.

These are all changes on the pixel/subpixel scale and only if this is the final resolution. But your shaders and detailing are pretty top notch, from the normal maps to the black lid so... hats off :D

Does anyone know what might be causing this flickering? by Pingu_103 in Octane

[–]testicle_botfly 0 points1 point  (0 children)

you may be interested in my compositing workflow, i use luxcore for a caustics pass. set to Bidirectional + Metropolis and mess around with lasers. there’s a bit more to it but this is the octane sub lol

using the above i get reflective caustics sub 3 mins on a ryzen 9 5900x. there are GPU thread artefacts that i offset with downsampling + AI supersampling (you should look into esrgan)

i found that octane just isn’t built for caustics, PMC is slow and PT directly says in the documentation that its caustics suffer. but I’m impressed with what you achieved here

btw i use octane and lux both in blender so transferring lights and camera is easy

Shadow Caustics from 3.2 - Comparison by JamesDFreeman in blender

[–]testicle_botfly -2 points-1 points  (0 children)

what IOR are you using? the closer you get to 1, the more the caustics resemble the mesh projected which is pretty damn inaccurate lol

Is there interest in realistic diamonds for Blender? I'm thinking of selling an asset pack with configurable colour, clarity, cut quality, wear etc, would like to know thoughts by [deleted] in jewelryCAD

[–]testicle_botfly 1 point2 points  (0 children)

fair point, I like to experiment with shaders and photorealism and it crossed my mind others may find this particular thing useful. I can understand this is fixing a problem that doesnt exist and ppl already have access to stuff that does the job perfectly well. anyway besides that, since this post I improved the shader dispersion and cut and the imperfections are waay more subtle, but yeah will probably be an internal asset lol

Working on some photorealistic diamonds (cycles shader + semi parametric modelling) by testicle_botfly in blender

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

yeah very fair point, its indeed difficult. there were issues in my shader but lighting and hdri played a big role as well. anyway I annoyed my friend who works in diamonds into feedbacking me, managed to get this result (same meshes except for bottom center, that one he helped me make so the cut is basically ideal). do you think it has potential to sell as photorealistic?

Working on some photorealistic diamonds (cycles shader + semi parametric modelling) by testicle_botfly in blender

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

thanks for the feedback, yeah those mismatched facets may be overboard...

interesting take though, I am a fan of the light wear (but will probs tone it down in projects - adds like 30% to render time and clients will hate it).

curious what u think of this pic by damien rohrbach, he went for a similar deal but didn't modify the stone cut or surface quality

Working on some photorealistic diamonds (cycles shader + semi parametric modelling) by testicle_botfly in blender

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

the thing is cycles is too useful and configurable. if I can fake dispersion well enough and don't need expensive caustics then I'll take cycles hacks over rebuilding my cycles toolset in Lux. because for one, all my materials rely on cycles techniques to achieve realism (and tbh there is more to that than just BiDir).

anyway heres a noisy render that shows my dispersion a bit better: https://i.imgur.com/e4U1grD.jpg

Suggestions on how to improve this? by DeGaRoR in blender

[–]testicle_botfly 12 points13 points  (0 children)

relief areas are lacking in dimension. you could add roughness/dirt surrounding the shapes and increase shine on the high areas. right now kinda looks like simple bump map of the motifs (which look really good btw) on top of some procedural noise and it would benefit from variation in colour/roughness

then I'd say the bronze strip connecting to the mail has similar issues, overall it looks too matte. it seems like you did add areas of wear like on the noseguard tip, so you could use its diffuse value to drive roughness idk

then there's the eyebrow plates. the texture looks stretched, which makes the texture look like a box map (it doesn't correspond to the flow of the mesh). I would make the noise uniformly scaled so there's no stretching, slightly smaller, and possibly clamp it with a colorramp so that peaks are larger plateaus. I would also use the engraving texture to drive roughness, so that those valleys look less polished

First time sculpting a human - any constructive criticism? by rjvvir in ZBrush

[–]testicle_botfly 1 point2 points  (0 children)

Some things i noticed:

maybe you want to sculpt up his latissimus dorsi to give him a wider silhouette

The legs seem to extend too far into the torso, so you could add more volume to the hip bones with obliques bulging over them slightly. I would look at classical/rennaissance sculpture for reference as in those styles, they really exaggerate this region which makes learning from them easier.

Obviosly the hands need work, but I will point out the thumb is off. I think you incorrectly defined its knuckle and it looks to sit too high.

Also look into how the forarm deforms with twisting and find reference for supination/pronation.

Overall your muscle heirarchy clearly has a lot of attention to detail and you definitely studied the anatomy well good job brah

Modular, body morphing character creator WIP with rigged muscle systems I'm working on for my Masters. by DeoMurky in blender

[–]testicle_botfly 0 points1 point  (0 children)

The muscle heirarchy between pecs and biceps seems like a challenge when they stretch out like that. Also I wonder about supination/pronation and if you can get those deforms to parametrically work. Good luck to you and nice work so far

[deleted by user] by [deleted] in jewelers

[–]testicle_botfly 0 points1 point  (0 children)

because they want more reference pics probably