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  • #16
    i think whatever he will compare wont find anything like that because
    Rendering will be always approximation.
    Also clean air doesnt makes sense unless it has a huge volume, let say few square kilometers.

    two thing could be the ligh to fast loosing its energy (I mean after bounce) which I doubt by the way.

    THe other is that color mapping/clamping needed, just as human eye/brain does it. U can use color mapping so that u can light up easily.

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    • #17
      Forgive, me for asking this question, but what color mapping method or exposure setting is closest to the human eye? I mean does the eye have variable exponential or linear or an hsv exponential, or maybe a mix or a completely new way of making sense of its surroundings? Could we mimic the way the eye percieves colour and light to get us some super real images :P ?

      Also in the real world how would light's fallof be accurately represented in a CG environment? For example the first and secondary bounce multipliers; in the real world should the first multiplier be 1.0, and the secondary be 1.0, or 0.999?

      In vray I feel that I have to lower the bounce multipliers otherwise color bleeding runs amok. Should the actual values of light's bounces be as stated above, or 0.75, 0.75, which many people seem to use.

      One final question, The whole colour bleeding thing!
      In the real world does light transfer a set amount of colour from one surface to another? Cause in Vray there is no option to lower the global colour bleeding amount without affecting things such as the GL send amount and so forth. Is the lowering of GL transmittance value of an object what affects colour bleeding or is it somting else, cause I really dont like using this workaround!
      Does anyone else here think Meshuggah kick ass?

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