and a brief summary of observations
Earlier today I made a comparison of renders and identified that the centre of the spheres needed to be more reflective, the reflections were too blurry for such a polished surface, and the balls were still a little too dark. With all of these issues corrected, here is the final render.
I must admit, I’m quite happy with the image and feel that I have been able to create something that is photorealistic. My only major concern is the light from the window being reflecting from the surface of the green filing cabinet. In reality, the balls would have hidden some of the surface from this direct illumination and it would have been far greener. Focus could now be given to correcting this problem, but my feeling is that the time required wouldn’t justify what little would be learnt in the process. For now, having realised that this happens is sufficient as it enables me to take this into consideration when creating a background photographs in the future.
From this initial experiment I have observed that, in this image at least, understanding light is fundamental to achieving photorealism. It is a combination of light bouncing off the surface of the 3D object as reflections, light illuminating the 3D object, and the 3D object preventing light from hitting other surfaces.
What’s next then? At this point one obvious option would be to spend some time researching other practitioner’s observations of light. Before that however, I would very much like to spend some more time observing fresnel reflectivity; the experiments to date have been based on a single, insular situation and need to be developed further to accommodate different shapes with different surface properties. It would make sense to conduct a survey to see if people believe the renders to be computer generated or photographs of real world objects, however, my feeling is that more could be learnt from this if a collection of renders was first prepared.
First of all, now that a scene has been created with some success, I’d like to put some different 3D models into the scene to see what happens.