2nd Edition

The Complete Guide to Photorealism for Visual Effects, Visualization, and Games

By Eran Dinur Copyright 2026
246 Pages 191 Color Illustrations
by Routledge

246 Pages 191 Color Illustrations
by Routledge

246 Pages 191 Color Illustrations
by Routledge

This new edition offers the most up-to-date and comprehensive guide to accomplishing and perfecting a photorealistic look in digital content across visual effects, architectural and product visualization, and games.   Emmy award-winning VFX supervisor Eran Dinur offers readers a deeper understanding of the complex interplay of light, surfaces, atmospherics, and optical effects, and then... Read more

Preface to the 2nd Edition

Acknowledgements

Introduction

A Quick Overview of the Book

PART 1: CORE CONCEPTS

Chapter 1: Reality and Photorealism

Human vision and cameras

The similarities

Field of view

Seeing with the mind

The uncanny valley

The detail conundrum

The role of imperfections

Case study: detail and imperfections in man-made objects

The reality of the unreal

Image quality and photorealism

2D and 3D workflows

Chapter 2: Photorealism in Digital Media

Visual Effects

Games

Visualization

Architectural visualization

Product visualization

Case study: Nature in Architectural Renders

Chapter 3: Color

The six-layer approach

Thinking Additive

Subtractive color

Additive color

Hue, saturation, and brightness in RGB

Color operations

Gain (exposure)

Offset

Lift

Gamma

Saturation

Bit depth and dynamic range

The low end

The high end

PART 2: THE REAL WORLD

Chapter 4: Light essentials

Light as waves

Light as particles

Light decay

Direct and indirect illumination

What is "ambient light"?

Chapter 5: Light interaction

Absorption

Reflection and scattering

Specular reflection

Diffuse reflection

Scattering

Subsurface scattering

Transmission and refraction

Albedo

Case study: side by side comparison

Chapter 6: Daylight

The sun

The atmosphere

Reflection and absorption

Atmospheric scattering

Rayleigh scattering

Mie Scattering

Volumetric light

Aerial perspective

Air

Water droplets

Haze

Chapter 7: Nighttime and Artificial Lighting

Natural nighttime light

The Purkinje effect

Artificial lighting

Color temperature

Light intensity

Common lamp types

Light modifiers

Chapter 8: Shadows

Shadow softness

Shadow color

Overlapping shadows

Nested shadows

Contact shadows

Chapter 9: Basic Material Properties

Dielectric materials

Dielectric Diffuse/specular balance

Fresnel effect

Metals

Chapter 10: Lens and Camera Characteristics

Defocus

Depth of field

Bokeh

Lens distortion

Chromatic aberration

Lens flares

Simple glow

Diffraction Spikes

Additional flare elements

Dirt and imperfections

Anamorphic lens flares

Lens bloom

Motion blur

Grain

PART 3: THE CG WORLD

Chapter 11: Rendering and Lighting

From scanline to path tracing

Scanline/rasterized rendering

Raytracing

The challenge of global illumination

Path Tracing

Unbiased vs. biased rendering

Traditional light emitters

Point/spot lights

Directional light

Contemporary light emitters

Area and mesh lights

Image-based lighting

Procedural HDR environments

Photometric lights

Essential strategies for PBR lighting

Scale matters

Natural daytime lighting

Skylight color

Ambient occlusion for outdoor scenes

Daytime interior scenes

Man-made lighting

Case Study: Product Lighting

Chapter 12: Shading

A brief overview of shader evolution

The BRDF Shading model

Diffuse

Dielectric/metallic toggle

Specular

Coat

Transmission

Subsurface scattering

Emission

Additional BRDF features

Other common shaders

Car paint shaders

Volumetric shaders

Hair/fur shaders

Case study: Emulating Plastic Materials

Chapter 13: Texturing

PBR texturing

The linear workflow

Base color map

Roughness map

Metallic map

Bump (normal) map

Ambient occlusion (AO) map

Displacement (height) map

Transparency map vs. opacity map

Texture generation workflows

Image textures

Shooting and prepping photos for texturing

Resolution

Baked-in Lighting

Angle, perspective and focus

Exposure

Optimizing photographs for tiling

Procedural textures

Combining workflows

Chapter 14: Modeling

Modeling for lighting

Procedural modeling

Terrain modeling

Case Study: erosion algorithms in Gaea

Plant modeling

PART 4: THE 2D WORLD

Chapter 15: Integrating 2D Elements

Color matching

Edges: problems and solutions

Matching background luminosity

Spill suppression

Edge and core extractions

Edge reconstruction

Matte-less extractions

Edge blur and edge color

Light wrap

Chapter 16: Integrating CG elements

Compositing with render passes

Lighting passes

Utility passes

Deep compositing

Improving CG in comp

Render resolution

Hazing effect

Highlights bloom

Albedo pass and contrast

Edge treatment

Case Study: Hybrid 2D/3D Matte Painting

Chapter 17: Lighting in 2D

Relighting with color

The challenge of reflections

Fresnel effect

Breaking up reflections

Creating shadows

Shape, angle and stretching

Shadow softness and falloff

Breaking up shadows

Shadow color

Contact and proximity shadows

Case study: matte painting integration in film

Atmospheric Depth

Referencing the footage

Chapter 18: Lens and Camera Effects

Defocus

Lens distortion and chromatic aberration

Lens flares

Motion blur

Grain

Chapter 19: Photorealism with Generative AI

Generative AI for Video vs. stills

Oh, the errors it makes…

A note about Stable Diffusion

Understanding the Diffusion Process

Checkpoint Models

LoRA Models

Other Types of Models

Latent Space and VAE

Denoiser

Text Prompts (Clips)

Generative AI Concepts and Techniques

Aspect Ratio

Resolution

CFG

Denoising steps and schedulers

The Art of Prompting

Prompt Weights

Negative prompts

Prompting for photorealism

Prompting with AI

Split prompts

Inpainting

Inpainting prompts and additional guidance

Using ControlNet Models

Depth ControlNet

Normals ControlNet

A 3D scene in Maya is used to guide the generative process: the depth pass (top left) and normals pass (top right) are fed into ControlNet nodes in InvokeAI (bottom left) to drive the generated image of a modern villa (bottom right)

Canny

OpenPose

IP Adapters

Segmentation

Case Study: Season Changes with ComfyUI and Nuke

Epilogue

Biography

Eran Dinur is an Emmy and VES award-winning VFX supervisor, artist, and author of The Filmmaker’s Guide to Visual Effects (2024). His film and TV work includes Marty Supreme, The Trial of the Chicago 7, Hereditary, The Greatest Showman, Uncut Gems, The Wolf of Wall Street, Boardwalk Empire, Star Trek, and Iron Man. He is an adjunct professor at the School of Visual Arts and the author of several popular VFX courses at fxphd.com.