Something that always breaks immersion for me in big budget movies is when there's some impossible camera movement. If there's just no way the camera could physically do what it's doing, then my brain knows it's not real. I feel like his advice here helps to fix that.
That's one of the rules Pixar established in their early days to improve audience suspension of disbelief; always treat the virtual camera as though it were a physical camera in the scene being filmed.
This is why the live-action Ghost in The Shell scenes (like the roof jump from the intro) felt so much more fake than the anime film. The anime purposefully used a tripod shot when we see Major step off the ledge, in order to make the sudden fall feel more dramatic, while the live-action version used a virtual, weightless, floating camera that tracked Major perfectly as she fell, completely robbing any sense of drama from the shot.
This is why 1993 Jurassic Park is still way more realistic than Jurassic World. Everything feels so much more realistic in Jurassic Park. And that movie is 30 years old! It's insane!
Watching Anime fights you see people moving at like light speed, yet the way they animate following the fight as if it's a camera is incredible, it can make the unbelievable believable.
About 15 years ago i worked for a major VFX company and we were making a video for car maker, full animated an rendered but photorealistic. We weren’t satisfied with the camera motion so we build a model of the car in the office (we used chairs boxes, table and some other stuff just to have the position of the wheels the seats an all the other important parts) and took a cheap camera. Whit the camera we filmed the model, tested all the camera moves we needed than we camera-tracked the footage. That made it perfect,because all the little imperfections in the movement made it look real.
As a film industry professional for 20+ years, I can say that he naild it in the video. This is what really makes the difference. If you want photorealism, you need to understand the process behind generating a real image, so then you can apply it to a virtual scene. Great video!
It was missing some vibration and shaking. And everyone who has seen dronefootage before knows, that it was fake. The scene itself was missing photorealism too. But this was just a simple demonstration of a really important concept that's often overlooked. A real project would be a little more refinend. Awesome presentation though.
@@haifutter4166 Thanks for pointing that out I was gonna write the same as a drone pilot who has flown dji Phantom 4 for years now an Avata in Manual mode 😉😉 . This did not blow my mind like the Unreal Engine's latest photorealism....
@@URAZKIVANER It was a good demonstration piece. But what bothered me most: You just know, that either drone footage is bad AND analogue with characteristic artifacts and distortion, or locally stored and thereby looking like "high quality" actioncam footage.
that first example for the experienced cinematographer mindset really hit hard. it's amazing how a change in the mindset really affects the final product
This is great! I teach actual film and video at a university and I will be sharing this with students to give them solid points to consider before shooting. Also good for my VR classes and production design classes! Thanks!
I will share this every time I see "Why doesn't this look real"-questions on the Blender sub-reddit 😂 But in all honesty, I love this take. Very informative and interesting presentation!
If you look at how the lion king remake was made, they went over the top with the camera thing. They used VR and combined it with real equipment and recorded the movements of their physical equipment into the virtual world to make it convincing. So every shake, tilt, etc. was real.
As a film maker and VFX-person thanks for expressing my absolute pet peeve when it comes to visual effects in Hollywood and elsewhere. They never think about the physicality of the actual camera and the impact it has on the shot. E.g. imagine a film with an absolute flood of zombies - which image feels more jarring: Flying around in rollercoaster-fashion through the zombie horde? Or staying there with the protagonists (whom we're supposed to care about) and watch the horde approaching while the camera slowly dollys in? Now most film directors and DOPs that are currently working on such films grew up with never being able to do expensive crane or helicopter shots, because they were too expensive. But in CG you can do that for free, so they are really tempted to use that just to show off or "add production value". The truth is, that CG works best in nearly all situations if you try to ground everything in the scene (including the camera) in physical reality, as this typically makes it easier for viewers to put themselves into that place. If you want your camera to fly, let it fly, but give me a reason to understand why it is doing that.
i've always said since i was little that photorealism always looks off because it doesn't feel like someone is actually recording something! i'm glad after like 10 years of thinking this, someone actually validates my assumption.
Great video. I've been trying to put this into words for decades. I noticed this is what polyphony digital have been attempting to do for 25yrs with their game Gran Turismo. Nobody ever understood what I was talking about but I believe this is why their graphics have always stood out from the rest.
14:40 Replicating a low-quality camera feels more realistic than replicating a high-quality camera. It's just like the Uncanny Valley, but for photorealism. Removing or distorting the 3D details for a more realistic view is quite counter-intuitive. But our brain is great for filling up the missing details, so we interpreted the 3D as photorealistic. I think we have our own intuition about photorealism. One person thinks that the detailed 3D scene is photorealistic, but it feels unrealistic for another person. So, finding the common denominator in a 3D scene, such as replicating the low-quality camera (since most people have low-quality cameras on their smartphones), and letting most people fill in the missing details, makes the 3D scene more photorealistic.
Great talk. Pehaps there should be concerns about both things, story telling (Or why the shot?) and also other things, because in this example camera is fine, all realistic movement, but the 3D Itself doesn't look real in my opinion, and this is lacking of photo reference to achieve what a real photo would look like.
I wouldn't say it's gimmicks. He demonstrated a fundamental underlying concept that allows you to build your world, logically, from the ground up. Behind all of the high res textures, sharpening, lighting and nice models, the thing that contributes the most to photorealism is a sense of meaning, because in real life people tend to do things for a reason. All of the super nice graphics and colour grading falls apart if your scene lacks authenticity and is not grounded in reality @@MuffFlux
@@southpaw9041 "The thing that contributes most to a sense of photorealism is a sense of meaning". That is objectively false. Pixar movies and video games have incredible amounts of "meaning" ascribed to them. It doesn't mean they are photo real. Tell that to the whole industry of commercial/product cgi studios. The iPhone ads with photoreal iPhone renders floating in space, breaking all the laws of physics and lacking camera shake and the other gimmicks. But the iPhone still is photo real photoreal. Same for all kinds of product campaigns. Also gimmicks are quite literally "alter or augment with an extra device or feature". I didn't mean the definition that attributes negative connotations.
Fantastic video! But a the title isn't quite right. This video is about realism, a conceptual realism. Photorealism (emphasis on 'photo') is actually about textures and surface imperfections. It's about making it look like a real photo.
You could use the Noise Texture Node, use a B/W converted output of your render in the composer, invert the color (dark is bright, bright is dark now) and plug it in to the roughness input. This way you mask out the brighter areas.
The ad company may have transported the car to the scene covered but two individuals have driven it there, maybe thru dirt road and the windows would have dust in them. Windshield and frontgrille would have smashed bugs. It may have rained the previous day and the driver side windscreen viper may have spread a squished beetle in to a nasty yellow arc?
These recordings from the blender conference are literal pieces of gold, and this one from Polyfjord is one of my favourites so far.
That's not what 'literally' means.
@@daniellee6912 It's a known as a semantic shift, people nowadays started using "literally" as an emphasis. Language evolves ...
or is that 'devolves' 😏
@@octagonal8905 or people just make errors
Was the sky too clear for any clouds to shake your fist at today?
Real videographers : Trying to achieve perfection.
3D artists : Trying to add imperfections.
Something that always breaks immersion for me in big budget movies is when there's some impossible camera movement. If there's just no way the camera could physically do what it's doing, then my brain knows it's not real. I feel like his advice here helps to fix that.
That's one of the rules Pixar established in their early days to improve audience suspension of disbelief; always treat the virtual camera as though it were a physical camera in the scene being filmed.
This is why the live-action Ghost in The Shell scenes (like the roof jump from the intro) felt so much more fake than the anime film.
The anime purposefully used a tripod shot when we see Major step off the ledge, in order to make the sudden fall feel more dramatic, while the live-action version used a virtual, weightless, floating camera that tracked Major perfectly as she fell, completely robbing any sense of drama from the shot.
Mandatory Pacific Rim mention
This is why 1993 Jurassic Park is still way more realistic than Jurassic World. Everything feels so much more realistic in Jurassic Park. And that movie is 30 years old! It's insane!
Watching Anime fights you see people moving at like light speed, yet the way they animate following the fight as if it's a camera is incredible, it can make the unbelievable believable.
My man Polyfjord really just taught photorealism with a meme and I loved every second of it ♥
About 15 years ago i worked for a major VFX company and we were making a video for car maker, full animated an rendered but photorealistic. We weren’t satisfied with the camera motion so we build a model of the car in the office (we used chairs boxes, table and some other stuff just to have the position of the wheels the seats an all the other important parts) and took a cheap camera. Whit the camera we filmed the model, tested all the camera moves we needed than we camera-tracked the footage. That made it perfect,because all the little imperfections in the movement made it look real.
As a film industry professional for 20+ years, I can say that he naild it in the video. This is what really makes the difference. If you want photorealism, you need to understand the process behind generating a real image, so then you can apply it to a virtual scene. Great video!
the video from the drone was insanely realistic
Was about to say that! Holy sh*t!
Reminded me of the game Unrecord, cheatcode to realism is simulating a shitty camera
It was missing some vibration and shaking. And everyone who has seen dronefootage before knows, that it was fake. The scene itself was missing photorealism too.
But this was just a simple demonstration of a really important concept that's often overlooked. A real project would be a little more refinend. Awesome presentation though.
@@haifutter4166 Thanks for pointing that out I was gonna write the same as a drone pilot who has flown dji Phantom 4 for years now an Avata in Manual mode 😉😉 . This did not blow my mind like the Unreal Engine's latest photorealism....
@@URAZKIVANER It was a good demonstration piece.
But what bothered me most: You just know, that either drone footage is bad AND analogue with characteristic artifacts and distortion, or locally stored and thereby looking like "high quality" actioncam footage.
that first example for the experienced cinematographer mindset really hit hard. it's amazing how a change in the mindset really affects the final product
BCon's has never disapoint never. ....Wow...thx ....
This is great!
I teach actual film and video at a university and I will be sharing this with students to give them solid points to consider before shooting. Also good for my VR classes and production design classes! Thanks!
I will share this every time I see "Why doesn't this look real"-questions on the Blender sub-reddit 😂
But in all honesty, I love this take. Very informative and interesting presentation!
One of the best wisdom I heard about achieving "Photoreal" is "Real Life Imperfection is Digital Perfection".
We're at a point where the technology is so good we have to work on the psychology of the content.
I found myself clapping and I'm watching this at home. Great job, Polyfjord! Am a devoted fan of your work.
Unrealistic camera movement always annoys me, they even do it in marvel movies, thanks for showing us a better way :D
If you look at how the lion king remake was made, they went over the top with the camera thing. They used VR and combined it with real equipment and recorded the movements of their physical equipment into the virtual world to make it convincing. So every shake, tilt, etc. was real.
If I remember Peter Jackson had already done a similar thing on Lord of the Rings.
This was pretty awesome! Using the same scene in different situations was a clever idea.
Loved this one! Great presentation Asbjørn!
As a film maker and VFX-person thanks for expressing my absolute pet peeve when it comes to visual effects in Hollywood and elsewhere. They never think about the physicality of the actual camera and the impact it has on the shot. E.g. imagine a film with an absolute flood of zombies - which image feels more jarring:
Flying around in rollercoaster-fashion through the zombie horde? Or staying there with the protagonists (whom we're supposed to care about) and watch the horde approaching while the camera slowly dollys in?
Now most film directors and DOPs that are currently working on such films grew up with never being able to do expensive crane or helicopter shots, because they were too expensive. But in CG you can do that for free, so they are really tempted to use that just to show off or "add production value". The truth is, that CG works best in nearly all situations if you try to ground everything in the scene (including the camera) in physical reality, as this typically makes it easier for viewers to put themselves into that place. If you want your camera to fly, let it fly, but give me a reason to understand why it is doing that.
7:46 Lens distortion does not mean the lens is cheap, and anamorphic swirly bokeh is in fact more cinematic than round bokeh
i like it when he mentioned that surface imperfections isn't the key to photorealism
Great talk!!!
This is very informative; I REALLY appreciate this. I never thought about these questions about camera movement and all. Thanks, Polyjford.
i've always said since i was little that photorealism always looks off because it doesn't feel like someone is actually recording something! i'm glad after like 10 years of thinking this, someone actually validates my assumption.
Great information for someone like me in his first year of learning blender from my fav teacher polyjford
Insane. Won't be long until this will be indistinguishable with real life
Great video. I've been trying to put this into words for decades. I noticed this is what polyphony digital have been attempting to do for 25yrs with their game Gran Turismo.
Nobody ever understood what I was talking about but I believe this is why their graphics have always stood out from the rest.
This is an essential for all cg artists. I can now spot this everywhere
Awesome speech, nice to see Polyfjord at the Blender conference!
I really like this approach, the lack of such principles is why the most recent Godzilla/Kong movies started looking more like 3D cartoons, i think.
I love it! The drone crashing was genius!
This is really cool. I have learned a lot from this presentation.
Wonderful presentation 👏👏👏
Just wonderful. Great talk.
Another one 🙏🏼🚀
I learned more on this about making a realistic render from this Norwegian guy than I did sitting through a damn day of tutorials.
This is peak, makes you wonder what you can do to trick people with your Blender skills.
Oh, it's so cool with a person in the reflection. really gives + to realism.
Great showcase here! Love the logical work flow.
Damn! This is so great! In so many levels! Yeah! Start with WHY!
awesome information thank you
Great presentation
Awesome talk, definitely got a bunch of tips I can use in a future project!
Inspiring as always
The drone video blew my mind.
And we take another step toward a world where your eyes cannot be trusted
really truly impressive stuff
Does anyone know how the road was created by curve and force field 1:58
That was so amazing! 🥰❣
The legend himself! Absolutely killed it! :D
That was a great presentation… 👍👍👍
Absolutely smashing presentation (even the tech hiccups just added a bit of photorealism to the whole thing :) )
This was fascinating!
#1 as always
Such a thought provoking presentation, well done!
Que locuraaaaa, gran explicación
Wow! I learnt so much
wow! holy shooooooooooot.
This is a great idea for a Blender Plugin
14:40 Replicating a low-quality camera feels more realistic than replicating a high-quality camera. It's just like the Uncanny Valley, but for photorealism.
Removing or distorting the 3D details for a more realistic view is quite counter-intuitive. But our brain is great for filling up the missing details, so we interpreted the 3D as photorealistic.
I think we have our own intuition about photorealism. One person thinks that the detailed 3D scene is photorealistic, but it feels unrealistic for another person. So, finding the common denominator in a 3D scene, such as replicating the low-quality camera (since most people have low-quality cameras on their smartphones), and letting most people fill in the missing details, makes the 3D scene more photorealistic.
Very amazing presentations. I love this
Great presentation
well-made video!
So cool, thanks !
yet again Asbørn brings a new perspective to the 3d world that suddenly brings everything into focus.🧡🤍💙
Amazing software with an amazing community.
incredible
1:59 Hey been struggling about this. How did you make the path with the curves blending with the environment? Thank you!
Great information :)
This is a great talk, Blender is just amazing
Great talk. Pehaps there should be concerns about both things, story telling (Or why the shot?) and also other things, because in this example camera is fine, all realistic movement, but the 3D Itself doesn't look real in my opinion, and this is lacking of photo reference to achieve what a real photo would look like.
True, I think it has to do with all the process, 3d model details, shading details and lighting as well as post and color grading
Agreed. The talk had nothing to do with photorealism. Was more about gimmicks to improve "believability"/"immersion" rather than photorealism.
I wouldn't say it's gimmicks. He demonstrated a fundamental underlying concept that allows you to build your world, logically, from the ground up. Behind all of the high res textures, sharpening, lighting and nice models, the thing that contributes the most to photorealism is a sense of meaning, because in real life people tend to do things for a reason. All of the super nice graphics and colour grading falls apart if your scene lacks authenticity and is not grounded in reality @@MuffFlux
@@southpaw9041 "The thing that contributes most to a sense of photorealism is a sense of meaning".
That is objectively false. Pixar movies and video games have incredible amounts of "meaning" ascribed to them. It doesn't mean they are photo real.
Tell that to the whole industry of commercial/product cgi studios. The iPhone ads with photoreal iPhone renders floating in space, breaking all the laws of physics and lacking camera shake and the other gimmicks. But the iPhone still is photo real photoreal. Same for all kinds of product campaigns.
Also gimmicks are quite literally "alter or augment with an extra device or feature". I didn't mean the definition that attributes negative connotations.
This is very nice.
i've been saying this almost every time i see someone asking how to make something look more realistic. people always forget about the camera.
Great idea!
Really mindblowing! 😮
He's an expert in unscripted surprising. 🤩🤩
Wooow! Here's Polyfjord 💛💛
Gem of a video.
I just learnt something big. This could be a full long course.
Polyfjord talk lets gooooooooooooo
This is just amazing
Imperfection is perfection
that was great!
Oh yes , he is good 👍🏻
14.52 : the side view mirror , convex mirror distortion needed.
5:08 That guy on a bike is crazy. Almost got killed.
That is why most Blender Animation videos have VHS filters or other rough-looking compositing.
why we cant add Lut in blender?
why we cant add realistic bloom & glare in blender?
너무 좋은 강연이네요! 감사합니다!
Fantastic video! But a the title isn't quite right. This video is about realism, a conceptual realism. Photorealism (emphasis on 'photo') is actually about textures and surface imperfections. It's about making it look like a real photo.
Polyfjord!! So happy he's at Bcon!!!!
King
why they didn't download the videos from those google drive links, instead of waiting for the network to load ! 🤦♂
Love it❤
Someone nearly got cleaned up on that crossing in Tokyo 😂😂
I've been questioning this for pretty long time.. How do you add noise only applied to the shadow?
Davinci Resolve has great tools for that but I'm sure you could do it in any program
You could use the Noise Texture Node, use a B/W converted output of your render in the composer, invert the color (dark is bright, bright is dark now) and plug it in to the roughness input. This way you mask out the brighter areas.
And instead of inverting your B/W image, you could use the color ramp node to fine tune the areas that should get noise added
I think this video is more about camera motions than photorealism.
The ad company may have transported the car to the scene covered but two individuals have driven it there, maybe thru dirt road and the windows would have dust in them. Windshield and frontgrille would have smashed bugs. It may have rained the previous day and the driver side windscreen viper may have spread a squished beetle in to a nasty yellow arc?
The irony of this is that now car companies are moving toward rendering their commercials instead of filming them
It's funny how these exact questions end up debunking every single "alien" video ever. XD
❤