Personal project to develop photogrammetry skills and refine workflow. High resolution models and textures were created using Agisoft Photoscan, then cleaned up using 3D Coat then retopologizing and UVW Unwrapped.
Haha, wow! This is simply fantastic. Lovely renders and images are sooooo pleasant to look at! Beautiful materials and scene composition - really like it.
The results are great. Maybe it’s me but it looks like adding some simple sss would have taken the material way further in terms of realism. The geometry is great but for me the material lacks that last bit to be convincing.
The zest was simply a box with a turbosmooth modifer, some noise, bend and other modifiers, optimised and then collapsed, there were 10 pieces in total, scatter using Forest Pack of Max object paint.
Hi Pokoy, Thanks for the feedback. There is SSS present, It’s not perfect and TBH It needs more work. Next time I would use the skin shader and make use of the multiple layers. I found if I pushed it too far they looked like they were made of wax, which seems common in CG lemons. In reality there is a thin layer of very waxy skin (maybe 1.5-2mm) then you get to the pith which would have a different value for SSS and as it’s bright white would (I think?) reflect allot of light back out. It’s quite different to something like a strawberry where you have a very thin skin and then a largely similar inner flesh.
I would have clicked sooner if I knew there were these many images :- ). A lot more cool than I expected. Nice work ! Fun to watch :- )
When I think of CGI lemons, I always think of that SpecularNormals research paper which has shown how the proper surface can’t be captured by neither photogrammetry nor pure diffuse albedo photometric stereo.
Only once they combined (which to my naked eye looked almost like 50:50) the albedo and specular normals, both from photometric stereo it looked correct. By then, the surface was heavily ‘dented’ which would be smoothed by SSS.
Watching your video, you in fact did all this :- ) In your own way (since I presume you overlayed generic noise, or highpassed noise from albedo scan?).
It’s very close imho and I am not sure if it’s the normals, or the SSS that betrays. I find Corona’s SSS to be hard to tweak for weak/shallow effect.
I might try stronger displaced surface (from the denser noise that emulates specular normals) where the SSS could work stronger as well. Sorta like that snow shader from the Arnold tut around.
Anyway, don’t mind my rambling, it’s pleasurable work to see this :- )
By highpassed detail from albedo scan I meant exactly what you now wrote you did :- ). It’s the extracting of micro detail that scan didn’t do. Highpassing because it removes gradients until you have only the detail you want.
Better camera wouldn’t help because it’s impossible to correctly scan materials that have strong SSS. The specular normal scanning was quite complicated and required motorized linear polarizer setup.
This shows a lot in Megascans too. They can’t scan the fabrics properly at all.
But maybe spray-painting the lemons with matte grey paint ?
Here is image showing how strong the normals are actually when you separate SSS effect. It’s lot stronger than what people think.