Hi,
sorry for necromancing this thread but I still fail to understand the new physical lighting workflow. Let’s say I set up lighting in my scene according to real photometric values, so that during sunny day noon, the sun intensity is around 111 000 lux and indirect sky intensity around 20 000 lux. If I use real world camera settings, such as f/16, ISO 200 and 1/125 shutter, I get more or less what I’d expect.
BUT!
look development of emissive materials becomes borderline impossible. Even if I set preview scene settings in the material editor to match the exposure range, thumbnails of the emissive materials with emissive values large enough to be visible under EV100 daylight setup are pitch white in the content browser:
It seems that the physical lighting scale was somehow hacked into the engine, but when I try to actually use it, I encounter quite a few engine areas which just aren’t built to handle that…