I hope you could understand what I’m meaning.(keep real units with light an pbr Materials) Not to forget and therefore the rendering as a camera to look at and as in the camera, the exposure? I guess it is also camera dependent, whether eg against light is present ect. Materials in order to obtain as accurate photorealistic rendering results as possible, especially in the midton Know what the best workflow is at real watt at lamps and sun and or image based hdr lighting, pbr Just in times where physically based rendering, shading and lighting become more and more standard, I would like So I think the method with the 18% diffuse If you want to have as accurate a representation of the midtones. Otherwise you would have to change all real watt values, which one does not actually want. I think that only the exposure to the adjustment remains? I’m going out of the 18% greycard method. If you want to keep the real watt values of all lamps ? Or if one thinks of large sceneries, with many different lamps, for example in a shoppingmal, etc You said that you should leave exposure and gamma to 0.īut what if you work with real strength units?įor example, one has a room with real scaling, and in this room there is a 100 watt lamp andĪ small 20 watt on a table, and from the outside comes a little evening sunlight through the window with 1000 watt m² The question how to make the settings in the colormanagmet, I find with the most important at all.