I have to say, probably the biggest problem is that a lot of people set their materials (colors, textures, what have you) to be WAY too bright. Then you light it in some fashion to get the intensity you want and bam, low contrast (because you're using GI, and if your material is too bright then secondary bounces become a huge source of illumination). For instance, if you look at photos of the moon (ie, stuff taken during the apollo missions) you'll see that they are incredibly contrasted - in fact, a lot of people use that as a reason as to why the landings "never happened". What is really going on is that average albedo for the Moon is just about neutral gray 0.12! That is quite dark...
Look up some real material information and see what their albedos are (this is not the best measure to set up materials because it's an overall value, but better than nothing) - you'll see that almost no common materials have an albedo even close to 1, 0.5 is probably way brighter than typical bright-white paint. It doesn't help of course that most textures are 8-bit images, which absolutely need to use the full 0-255 range to have decent color range, but most textures should be way way darker than they are...
Hope this helps...
Cheers!
Jorge
Look up some real material information and see what their albedos are (this is not the best measure to set up materials because it's an overall value, but better than nothing) - you'll see that almost no common materials have an albedo even close to 1, 0.5 is probably way brighter than typical bright-white paint. It doesn't help of course that most textures are 8-bit images, which absolutely need to use the full 0-255 range to have decent color range, but most textures should be way way darker than they are...
Hope this helps...
Cheers!
Jorge
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