Karma shading smooth surfaces

   Views 2555   Replies 21   Subscribers 1
User Avatar
Member
142 posts
Joined: 11月 2017
Offline
PaQ WaK
It is possible my input is irrelevant tho and that I don't exactly understand your concern.

My concern is that it looks wrong and not pleasing. And I guess it looks wrong because in real life the shading would most likely not be like that, even with the same curvature.

Looking wrong in this context is the discrepancy between what your brain is used to and the visual input it just receives.

And since this is a still life for a client I can't deliver the images like that and need to find an easy way to fix this.

The Nuke gradient which came up here earlier usually receives some blur and the "white line" is gone. On the geometry it's much more tricky to blur for instance the shading. Probably some kind of highpass or deltamush approach on the normal might help. I'm just checking the sample files you provided.
User Avatar
Member
48 posts
Joined: 8月 2014
Offline
I suppose the point is, if you went to accurate lengths to replicate the simplicity of a simple vfx scene in reality, it would look like a simple vfx scene - If you reproduced this geometry precisely, with no additional smoothing/rounding, from a consistent, entirely opaque, untextured, non-reflective material, and pointed a single light-source at it in an otherwise dark room, then yes, in real life the shading would be like this.

Reality doesn't look like that because reality tends to involve fabrication processes that yield smooth radius-of-curvature transitions (eg, using sandpaper), complex materials with internal light scattering properties, and complex lighting environments with various primary and secondary light contributions coming from all around.

If you seek to model all of the subtle complexities, you'll get a realistic looking result.
Edited by VortexVFX - 2024年8月26日 17:09:16
Dan Wood
Vortex VFX Ltd
  • Quick Links