The Secret Ingredient to Photorealism

3.9M views · 9 years ago · tutorial · intermediate · evergreen

Blender Guru's Andrew Price explains how color management, exposure and tone mapping affect the realism of 3D renders in Blender. He argues that getting this setup right matters more than most other tricks.

HN people point to it as the clearest explanation of color space and tone mapping in 3D rendering, though one finds it circles the point for a long stretch before getting there.

“I found this video to visualise what tone mapping is trying to achieve”

5 comments from Hacker News

j
@jiggawatts2021 · in “My Room in 3D”
The #1 best "Blender tip" (that also applies to computer graphics in general), is that by default it is horribly incorrect with its treatment of colour spaces and especially gamma/tonemapping. Rather than me clumsily explaining with text how to get this right and have your artwork "pop" with very little effort, watch this video titled "The Secret Ingredient to Photorealism": ▶ this video Combine that with physically correct materials and rendering, and you could literally "sketch" a handful of grey boxes with a single area light and have it nearly pop out of the screen with uncanny realism! The #2 tip is that chances are that you're probably working with a cheap LCD monitor. Even for $600-$1000 you can get a very decent monitor with DCI-P3 or AdodeRGB wide gamut support and more accurate colour. That helps to produce content that is consistent and correct. That, or invest in a calibrator and set up your operating system colour management with the ICC profile of your panel. Without this, images you grab from Chrome or Firefox will shift in hue and/or brightness when you import them into image editing software. Test your browser with this site: link The #3 tip is that you can make much better colour choices working in a perceptual space. The colour pickers in most software use trivial RGB 0..255 ranges mapped to a rectangle. This is garbage, criminally lazy, clownshoes programming. Yet, everybody does it, resulting in these "curtains of colour" controls: link You shouldn't be seeing those vertical streaks! The transitions should be smooth and even. An excellent space to use for picking colours or creating gradients is Oklab: link Notice how beautiful it looks compared to the other spaces, which are horribly uneven looking? Even just these tips can make someone like me, a non-artist, produce beautiful images, web pages, or 3D models. Art isn't magic, it's a technical skill and you can learn it!
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v
@vconnor2025 · in “Games Look Bad: HDR and Tone Mapping (2017)”
I found this video to visualise what tone mapping is trying to achieve, and why "photorealism" is hard to achieve in computer graphics: ▶ this video And I indirectly taught me how to use the exposure feature in my iPhone camera (when you tap a point in the picture). It's so that you choose the "middle gray" point of the picture for the tone mapping process, using your eyes which have a much greater dynamic range than a CCD sensor. TIL.
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b
@based22018 · in “The Secret Ingredient to Photorealism (Blender, )”
Submitted the video to Hacker News.
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b
@based22018 · in “The Secret Ingredient to Photorealism”
Submitted the video to Hacker News.
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e
@exikyut2021 · in “My Room in 3D”
Try poking link Was recommended ▶ this video a little while back, it basically goes 'round in circles a bunch of times describing exactly what you're talking about, then recommends Filmic Blender. I kind of hit my TL;DR point at ~12min. I have no idea if this information is relevant or insightful. Hopefully at some point I'll be able to play around with this stuff one day. (This machine hits 100°C if I try and play *video*... HP thermal design FTW. Not even going to try launching blender, no need to prove it'll melt everything lol)
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