Dikkker wrote:How does this work in other renderers, such as Blender or Maya?
Dikkker wrote:forgeflow wrote:One thing to make note of though - 100% white doesn't exist in the real world. That would be a surface that reflects 100% of all light hitting it. The whitest white you'll encounter in the real world reflects *maybe* 80% of the light hitting it. Keep this in mind - C4D's conventions don't really simulate real-world conditions. I've done perfectly reasonable renders of "white walled" rooms in LuxRender where the wall colour was 50% grey in C4D.
Ok - I'll play with the different modes and post the results later today.
Anyhow - the question (from a usability standpoint) is, if there should be some sort of "adapted conversion" between a non-physical editor and a physical renderer. Otherwise you can never use any kind of (editor) preview for your final rendering, which would turn the renderer useless IMHO.
If Lux needs a white value of ~80% (or less) for the brightest natural white, then a 100% C4D-white should convert to that. I know this depends a lot on other factors such as lighting and camera settings, but if a renderer should be useful for any person from a creative rather than a technical background, than this is inevitable... IMHO.
How does this work in other renderers, such as Blender or Maya?
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