I wouldn’t say it is pointless ..At least according to the following link having too high albedo will affect rendertime /noise amount :
https://coronarenderer.freshdesk.com…hat-is-albedo-
I remember reading a blog post on Viscorbel site comparing how GI looks more natural when using a correct values for diffuse but it seems that Austris deleted it for some reasons ( you can find a copy using any archive website under this url http://viscorbel.com/vray-materials-part-1-diffuse/ in 2015 )
for me following PBR rules have 2 main advantages over if-it-looks-cool- then-it-is-right the first one is having constant workflow so all my shaders will work together no matter when and where I created them.
and second my materials will looks good under any light conditions as it wasn’t built for a specific scene lighting but quite the opposite ..I build my lighting based on these materials
I’m not that good in math and physics and I usually eye-ball it , but for me having “right” color range made my life easier.
..at the end it might be just an illusion that makes me feel comfortable and confident so I do my work well
![]()





