Is there anything that makes this image an obvious render?

Pics work if you edit the picture URL like this:

images3.deviantart.com/i/2004/172/a/0/Saloon.jpg

...and copy/paste that into the path box.
 
try:

http://images3.deviantart.com/i/2004/172/a/0/Saloon.jpg

As for the realism:
The pillows are a give away as someone else mentioned. Another is the wood grain panelling on the counter. It looks very texture mapped. Another is the handle on the patio door, very CSGish. Another is that there are some lighting artifacts on the ceiling that are rather unnatural. Finally, the lighting on the right hand wall (where there are no windows, and no windows across from it) seems to be fairly bright given how dark the exposure outside is. The inside should probably look somewhat darker (especially along the ceiling/wall edge).

Nite_Hawk
 
bloodbob said:
Its clear that its not all rendered as such the background is clearly imaged based. But with full GI indoor scenes can look that good. ( Trying to render a forest is alot harder :p ).

Full GI can make a forest look good as long as you use MANY MANY polygons.
 
pat777 said:
bloodbob said:
Its clear that its not all rendered as such the background is clearly imaged based. But with full GI indoor scenes can look that good. ( Trying to render a forest is alot harder :p ).

Full GI can make a forest look good as long as you use MANY MANY polygons.

Oh the many many polies isn't a problem its making all the trees look natural yet different thats the problem.
 
Look at the wood bar. WAY too shiny, and nothing, even if it is ridiculously shiny, reflects like that.
 
looks fine except for the lack of artifacting from film, or artifacts from jpeg, any fresh render is pretty obvious to people who know renders... would this fool the average person if they didn't know and you added some artifacting, probably
 
bloodbob said:
pat777 said:
bloodbob said:
Its clear that its not all rendered as such the background is clearly imaged based. But with full GI indoor scenes can look that good. ( Trying to render a forest is alot harder :p ).

Full GI can make a forest look good as long as you use MANY MANY polygons.

Oh the many many polies isn't a problem its making all the trees look natural yet different thats the problem.
I see your point. I still think a forest would require much more polygons than in door areas.
 
pat777 said:
I see your point. I still think a forest would require much more polygons than in door areas.

you can get away with some tricks that help reduce the poly count, but you are pretty much correct. The only indoor scene I ever created that this might not have been true for was a model of the cathedral of Notre Dame in Chartres France. It has *alot* of polys, though you can't really tell as I never could render it with a high resolution and there was a lot of artifacting from the lighting.

This ended up being the most photo-realistic output I was able to get:

cathtest2b13.jpg


Nite_Hawk
 
MoodyB said:
Apart from the other points posted, the marble floor's a tiled texture.

Yes, but a real floor could also be a tiled texture if the floor would have been made of plastic tiles with a real marble texture on them.
 
Nite_Hawk said:
pat777 said:
I see your point. I still think a forest would require much more polygons than in door areas.

you can get away with some tricks that help reduce the poly count, but you are pretty much correct. The only indoor scene I ever created that this might not have been true for was a model of the cathedral of Notre Dame in Chartres France. It has *alot* of polys, though you can't really tell as I never could render it with a high resolution and there was a lot of artifacting from the lighting.

This ended up being the most photo-realistic output I was able to get:

cathtest2b13.jpg


Nite_Hawk

I think subdivisions/NURBs would be useful for that indoor scene.
 
Isn't the position of the sun compared to the light patterns coming through the windows also impossible/unrealistic?
 
First thing I normally look for are how the shadows look with the kind of lighting involved. One look at the window frames' shadows on the floor (top center as well as bottom right) tells me it's not a photograph.

Of course, if you hadn't asked me "Is it real or is it Memorex?" in the first place, I would've simply said "Nice pad" without ever caring if it's a photo or a render!
 
I can see some banding on the ceiling, probably due to the GI algorithm.

There's also very little light dispersion on the rays passing through the fence.
 
Rys:
there are GI artifacts on the ceiling. not the banding, as I believe that those are caused by venetian (?) blinds on the door.

Dave:
there are some places on the bumper where I can see hard lines where there's a polygon edge. I find NURBS are still best for vehicles. Also, proper HDRI lighting would have yielded much more realistic lighting, as it is the van does not fit into the background.

Ragemare:
there doesnt appear to be any SSS on the skin, it sticks out like a sore thumb. there's also either some bad parameterization or bad weighting going on with the left elbow.
 
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