14 hours later…
20:39
@troy_s first, the orange on the frame isn't totally due to the shader. I was mangling it A LOT in compositing to try and match the characteristics of the real world sample next to me
@troy_s it's clear to me now that when switching to filmic views, I need to trash that shader and do a proper one
@troy_s So the problem is not the presets, it's the user (ME) dealing with Blender standard sRGB Transform functions, and forgetting to measure the pixel values (which I did yesterday after all the conversations)
@troy_s second, we did the re-lighting of the next project. We had it already nailed before, but decided to do it again using filmic views. To be precise, Joe spent a few hours on it today
"I've tried these views, and after being enthusiast in the beginning, I later on thought 'Nah, it's not that different to what I had already'. So I almost wanted to go back to the earlier file. To make a comparison, I loaded the 'old' image. And it blew me away how much better the one using filmic presets is lit"
@troy_s I've had a look myself then, and was blown away myself. I said "If you show this to someone who doesn't know, he's going to believe you've used a different render engine"
@aliasguru Yes. The albedo is a tricky slippery thing. I spoke with a render expert type, the type that really knows the math, and he said that paint can be simulated very well (especially metal flake) if you simply feed in the base as a metallic glossy, then run it through the glaze.
He said that if you did a close up crawl over the surface that you'd need to add a perlin noise via a ramp as a texture to see metallic flake particles, which is relevant if you are dealing with any metallic fleck paint structures.
@aliasguru Note that when you add a glare / glow / lens effect, you'll also see an order of a magnitude of differnce.
When dealing with a 'faked down to display referred' lighting setup, your dynamic range can't behave as it does in a camera or bloom as such (think rear net for example)
When you have that proper light level, you can set the bloom / flare to only operate on say, the highest of values up near say 600+ (just getting near the edge of the desaturation shaper, which is 10 stops over middle grey, up to 2^10*0.18)
2 hours later…
« first day (301 days earlier) ← previous day next day → last day (667 days later) »