The Secret Ingredient to Photorealism
Video Statistics and Information
Channel: Blender Guru
Views: 3,537,476
Rating: 4.944787 out of 5
Keywords: filmic, blender, color, lut, colormanagement
Id: m9AT7H4GGrA
Channel Id: undefined
Length: 31min 28sec (1888 seconds)
Published: Fri Feb 17 2017
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.. This explains so many odd effects I spent ages working around on previous hobby projects. Going to give this a try as soon as I'm home!
I am not a professional, just someone who tries to understand everything:
Blender's dynamic range is NOT 8 f-stops, it is basically infinite, but the image it shows with the default transformation (transformation between linear space and display space) produce image with 8 f-stops. If you save the image in raw without the filmic transformation (and without the transformation to display space), you can get the same result in photoshop or even in the compositor. Every professional did something similar without filmic blender, now it is just easier (much easier).
You don't need strong lights, you don't even need to render a scene you did in the past again to use the filmic transformation... Let me explain:
Use a light with 10 strength some pixel will have a value of ten, but the light will bounce off and some other pixel will get let's say 1 strength worth of light.
Blender will store these values, but it can't show us an image with values so hight (1 is white, what 10 would be?), so it maps the values to a number between 0 and 1. With the default color transformation profile it does this linearly and with this example it produce a pixel with 1 value and the other with 0.1 value.
Filmic blender will transform these values differently, 10 will be 1, but 1 will be lets say 0.2. Why? Because it transform these values logarithmically. I don't know exactly what value will be what, but as u/BlenderGuru suggests it, filmic blender will produce much better results if you have a value larger than 100, for example, 100 will be 1, 10 will be 0.3 and 1 will be 0.1 (so it does matter what is the range of the values).
It seems like I contradicted myself, but no, because you really don't need a light with 100 strength to get a value of 100. It doesn't matter the lights strength, only that is should be larger than 1! You can use Exposure on the same panel as filmic blender can be chosen and with this you can tell blender that it should treat 10 as a value of 100. The result will be exactly the same.
For example, if you have a light with 10 strength and you get a render with 3 pixels:
10, 1, 0.5
with linear transformation: 1, 0.1, 0.05
with filmic transformation: 1, 0.2, 0.05
if you increase the light strength or you increase the exposure, the values will be: 100, 10, 5
with linear transformation: 1, 0.1, 0.05 (same result)
with filmic transformation: 1, 0.3, 0.1 (different result)
So why am I wrote this? Because if you render an image in 10 hours and you see that your lights are not bright enough, you don't need to render the scene again! The strength of the light never matters, as long as the strength ratio between light sources are good (if you have a sun lamp with 100 strength and a light bulb with 10 in the same scene, the rendered result will be the same as with 10 strength sun lamp and 1 light bulb, if you use exposure).
Sorry for the long text and for my english.
edit: TLDR: You rendered the image again with stronger light, that was unnecessary, you could have achieved the same result with an increased exposure.
As a person who watches technical stuff on the Sam and Niko channel (Corridor Digital), this suddenly snaps into place for me. Thank you so much for this.
I'm glad I saw this; I've known about filmic blender for a while now, but haven't yet made the move to it, and this has prompted me to do that today. I also didn't realise just how easy it was to install, that's great.
However, u/BlenderGuru, the additional blend modes in the MixRGB SHOULD NOT be removed. It's true that they're not what you should be using for grading, but that doesn't mean they don't have any use.
Firstly, this is the same node that you use in materials, and there are plenty uses for it in texturing a model.
But secondly, in the compositor they allow for non-photorealistic creative effects. Think of it this way: once your render is through the colour transform, it's equivalent to having a photo from a camera. And these blend modes are the exact same ones as in Photoshop, where they clearly do have a use.
One of the things I love about blender is that I don't need to switch to Photoshop after rendering, I can do pretty much everything in Blender's compositor. I'd be really pissed off if they ever neutered that ability by removing blend modes.
Tl;dr thanks for a great informative video that's reminded me to install filmic, but don't start talking shit about my blend modes ;)
Love your videos. Can this be summarized in text post or an image? I'm on mobile. I feel like the video title is kind into click baiting territory.
Anyone know how to install on Linux if possible?
Many thanks in advance
Nice video, thank you again for enlighting us in an informative way!
My question is that how should I adapt the other settings as of (if any of these are being affected):
size of the sun
ammount of HDRI sky strenght
number of bounces to lower noise yet keep the render times reasonably low.
Maybe I missed it, but what about the section in colour management labelled "Sequencer"? Should that be set to Filmic Log Encoding instead of the default sRGB EOTF?
Regardless, installed and saved to the startup file. Can't wait to give it a go.
FWIW for anyone on a Mac trying to install Filmic Blender, go to the Blender application, right-click and Show Package Contents and then here's the path to the datafiles folder.
http://i.imgur.com/poKLbCw.png
You can follow Andrew's instructions for install from there on perfectly.