Yes, finally someone speaks out. The big mystery of how to render fantastic, photo realistic images is revealed.
Well, not reallyâŚ
Weâre getting questions on facebook basically every day about how we do this, how we do that, and as I stumbled upon a very funny thread in the Corona forums a while ago, I felt it could be appropriate to write a little article on the subject.
Please understand, that this whole article is philosophical and highly subjectively written based on my own personal experiences and what seems to be working for me. I have no idea if others will see things the same way as I do, and I might also have missed some good points.
Anywho, Iâve always been trying to get better, to make better images, just like everyone in this industry. My goal has, as so many others, always been to beat Bertrand âThe king of 3Dâ Benoit. But the more I tried, the more I failed.
Then I came to a few insights that really helped me improve a lot.
Letâs first talk about this thread in the Corona Render forum. It starts with some dude writing that heâs new to Corona. It seems to be his first post on the forum and he goes straight at it, asking the community how to make Bertrand Benoit-quality images, adding a link to Bertrandâs Varenna-project made in corona: http://bertrand-benoit.com/blog/varenna/
And I think to myself: âHere we go againâ.
The dude goes on, asking about âthe laws and waysâ of creating Bertrandâs work. He writes that heâs not interested in modelling or shading as that is covered by the âmaking ofâ, instead he wants to know exactly how Bertrand has doneâŚ. uhm⌠everything?
In fact, he literally asked for the âmain trickâ Bertrand was using. I donât really know how he would expect people to deliver this knowledge. Maybe someone would record an uncut, 150 hour video tutorial of the whole project, since the âmaking ofâ was obviously not enough. And that someone would of course have to be Betrand himself, since itâs his project and heâs the only one who knows exactly what he did. And it should probably be shared for free as well.
Donât get me wrong. Thereâs absolutely nothing wrong about asking for help. But you should ask the right questions (more about that later). Letâs once again try to kill this discussion:
Itâs true, they donât, and everybody should know this by now. Iâm certainly not the first person saying that. I know that a lot of people really wish there were some magic trick which they could just learn over a facebook chat and then suddenly they start creating amazing CGI.
Letâs face the truth: The word you are looking for isnât âtrickâ. Itâs called âexperienceâ, and this, my friends, is something that cannot be thought or in any way transferred from one person to another.
You probably already know how to add a sunlight in your renderer, you already know how to model a wooden chair, you already know how to make a black plastic material and how to adjust your image in Photoshop using âCurvesâ. And if not, there are plenty of tutorials for it. For everything. There are literally not a single thing in the whole process that isnât covered by any free tutorials on YouTube. In difference from me when I started learning 3D, you live in a golden age where all information you need to learn is available to you for free in video form.
So if everything is available and shared for free, why is it still so hard?
Well, all this knowledge is merely some building blocks. Itâs up to you as an artist to put those blocks together. Itâs not about the technicality of doing certain things, itâs about your personal workflows and being able to see what looks good and what doesnât. Itâs about being an artist.
And for that, you need experience.
So instead of asking âWhatâs the trick?â, one should really ask âWhatâs the experience?â. And that is obviously a weird question with no answer.
Let me share some personal (subjective) insights.
First of all, Iâll just explain a little bit of who I am because I think it contributes to the point Iâm trying to make. Just bare in mind that everyone is different and might not be able to relate to this at all. I am Swedish, which basically means that Iâm raised to be modest, to blend in with the crowd, to not stand out. Therefore I never really have any high thoughts about myself or anything I do. I may be proud of my creations, but Iâm never pleased.
Compliements are something I canât handle, really. Every time I get a compliment I feel obligated to say an equally nice compliement back to make sure we are both on the same level of hierarchy. Iâm not rarely referred to as âmasterâ or âsenseiâ by some following me online, which, as fun as it may be, is giving me a bit of a hard time because it feels wrong to be classified in such a category. Especially when thatâs very far away from what I think about myself.
I know that I am good at what I do though, but I donât know that because I think so myself. Only reason I know that is because other people tell me so. And I think this plays a huge role in my creative achievements, because I never think what I do is good enough. As said, proud, but never pleased.
For people who know they are good, because they think so themselves, I think itâs harder to advance because they have not as strong subconscious incentive to advance. Self confidence is good, in fact itâs great. But you should aim that confidence to âI will learn thisâ instead of âIâm good at thisâ.
While in my case, no matter what I do, I always have that reason to do better since Iâm simply ânever really good enoughâ.
Itâs feeding me with a lot of inspiration and willpower into my chase for the better image. It can be dangerous though, because sometimes it gets me so hard that I think itâs pointless to keep on going and I need a break from 3D, but the inspiration always comes back after a while, stronger than before. Staying humble and being modest about my own artistery and competence, I truly believe is a key to why Iâve got to this point in my career where I get to speak at conferences, fly across the world to meet with clients etc.
I watched a Pixar documentary a while ago, and Steve Jobs were talking about the âsecond product syndromeâ, which basically means that after youâve had a success with a product, you start to build self-confidence and you believe that you now know exactly what to do to reach the same success the next time. In many cases, this is why movie sequels are usualy not as good as the first ones.
This is not really related to our industry but there are definitely similarities. I think the same kind of mentality applies to us. Itâs easy to make ourselves comfortable in the way we work, start to trust our experience and our skill, maybe weâre not spending time on R&D, meaning trying new softwares, renderers, plugins or new idĂŠas anymore, and the strive for gaining new experiences is not as strong. Thatâs why I believe itâs important not to get too self-confident about ourselves and our skill. We will never finish learning, and the day you think youâre finished, youâre on the path to failure.
Our attitude to our own work is really important. Stay humble.
... Await part 2. :-)
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2018-06-05 06:32:14 +0000 UTC