We talk about it some months befor and at the moment I have some problems to get correct renderings. The problem is, that real world white colors indirect reflect approx. max. 80% of the light. At Vray white colors 100% reflect indirect light. How avoid this?
(a) The user set all diffuse colors at 80%. He must use the acolor with multiplier 0.8 for colors and a texture multiplier 0.8 for all surface color textures. Much work, Rhino materials dosn't work.
(b) The user set sec GI engine at 0.8. This cause, that diffuse reflected light is darker than the reflection of the surface (see image).
Test: All lights show the same brightness, but the releation between diffuse lighting and reflection is not the same, if the GI multiplier is used. Right light is an invisible light against a white surface.
The best would be, if VfR would support a global multiplier for all diffuse colors. User like to use a white color for white walls. The multiplier would help to keep the colors at an approx. physical correct level.
Here an example, all colors are manualy set at 80%. So, the reflection of indirect light are limited at 80% and anything looks right.
For example: Maxwell do this limitation of the indirect bounce intensity internal. Could be great, if it could be automatic done per VfR too - a simple global diffuse color multiplier.
(a) The user set all diffuse colors at 80%. He must use the acolor with multiplier 0.8 for colors and a texture multiplier 0.8 for all surface color textures. Much work, Rhino materials dosn't work.
(b) The user set sec GI engine at 0.8. This cause, that diffuse reflected light is darker than the reflection of the surface (see image).
Test: All lights show the same brightness, but the releation between diffuse lighting and reflection is not the same, if the GI multiplier is used. Right light is an invisible light against a white surface.
The best would be, if VfR would support a global multiplier for all diffuse colors. User like to use a white color for white walls. The multiplier would help to keep the colors at an approx. physical correct level.
Here an example, all colors are manualy set at 80%. So, the reflection of indirect light are limited at 80% and anything looks right.
For example: Maxwell do this limitation of the indirect bounce intensity internal. Could be great, if it could be automatic done per VfR too - a simple global diffuse color multiplier.