Author Topic: Physically correct materials  (Read 16582 times)

2016-07-30, 13:12:33
Reply #15

Godzil

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Thanks a lot for your time and explaining the case!
Well we need to stick to what we have for now and have hope that better shaders will be implemented ASAP :)

I did some test in VRay using the method you guys speak of and it looks promising! Now It's time for Corona tests...

2016-07-30, 22:59:50
Reply #16

melviso

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Diffuse
If you want to be safe, stay within 50 - 240 sRGB
If you feel a little bit daring, stay within 30 - 240 sRGB

Very important info right there. Paying attention to vaules when simulating the diffuse of any material will go a long way in making your scene look much better.