Hi ,
I'm trying to match real photography of different material from matte pure white lime to copper and carpaint etc ...
The scene is a the exact reproduction of the real one.While everything get almost matched 95% i still struggle with
Color bleeding effect strenght compared to real photo i have way less color bleeding.
Maxwell render confirm the issue (the bleeding effect proportion was closer to real camera )
SONY A7 Camera
Maxwell render
Luxcore Bidir 64+64 deph
As you can see lux is the less bleeding one. now wonder if it is something user can control or if it is related to maxwell being spectral or simply how to close that Gap.
Luxcore vs real Photo
Luxcore vs real Photo
Last edited by Sharlybg on Fri Oct 30, 2020 2:36 pm, edited 1 time in total.
Re: Luxcore vs real Photo
Maxwell material has clearly an higher roughness than the one used for LuxCore. Increase LuxCore roughness if you want a more blurred reflection.
Re: Luxcore vs real Photo
Yes but what i'm talking about is ball color spreading on surrounding white surface.
Edit
I mean look how pink the Real photo white surface is becoming.
Re: Luxcore vs real Photo
Here is how pink surronding become :
And here is lux :
And here is lux :
Re: Luxcore vs real Photo
And even With a much more saturated shader for lux vs normal real photo color :
Re: Luxcore vs real Photo
Did you do a white-balance calibration of the camera?
Edit: Or to put this into an experimental form: What does a picture with the exact same camera settings look like if you just remove the copper sphere?
Edit: Or to put this into an experimental form: What does a picture with the exact same camera settings look like if you just remove the copper sphere?
Re: Luxcore vs real Photo
here is the Real photo with only backgrd material even on the ball :
Re: Luxcore vs real Photo
This doesn't make very much sense: the white box material is clearly different, you can see "bumps" in real white material while they are not modeled in Lux.
You have to get the same white box before to try anything more complex.
You have to get the same white box before to try anything more complex.
Re: Luxcore vs real Photo
Do you mean real geometry bumps or simple bump or normal map can do the trick ? because except that size and position are equal.
Re: Luxcore vs real Photo
It will be very difficult to know what is the ground truth, at least some info on the scales would be helpful: Sphere size, room dimensions, location of camera and lights. Also, is that a softbox light? What type of light source is used?
Couple of observations from the images:
- According to the metadata, the real copper image has been processed with GIMP, while the white image shows no such tag?
- Other than that, the histograms look realatively similar and consistent w.r.t. the changes you would expect from the difference of the materials.
- In the white ball image, the RGB values in the background are exactly equal, so I assume some form of white balance is going on.
- Assuming that the real image is absolute: From the different ratios (green/red on the sphere and on the wall) I estimate thate the sphere contributes 8% to the background, which is already in close proximity to the sphere. I'm not sure, but I feel there should be a bigger gradient. (This is where the room size etc is needed)
Re Dade's comment, I don't think the type of paint will make relatively little difference for what you are asking here (The scale of the bumps is far below the size of the sphere, there will still be lots of illumination everywhere). Though it's still something you can improve if you want the ultimate comparison.
And another separate difference: You seem to have more vignetting in the photo than Luxcore --> lens parameters not equal?
Couple of observations from the images:
- According to the metadata, the real copper image has been processed with GIMP, while the white image shows no such tag?
- Other than that, the histograms look realatively similar and consistent w.r.t. the changes you would expect from the difference of the materials.
- In the white ball image, the RGB values in the background are exactly equal, so I assume some form of white balance is going on.
- Assuming that the real image is absolute: From the different ratios (green/red on the sphere and on the wall) I estimate thate the sphere contributes 8% to the background, which is already in close proximity to the sphere. I'm not sure, but I feel there should be a bigger gradient. (This is where the room size etc is needed)
Re Dade's comment, I don't think the type of paint will make relatively little difference for what you are asking here (The scale of the bumps is far below the size of the sphere, there will still be lots of illumination everywhere). Though it's still something you can improve if you want the ultimate comparison.
And another separate difference: You seem to have more vignetting in the photo than Luxcore --> lens parameters not equal?