If you put these settings as described below, the color will become more natural.
Do you have many windows open so will the blue light from the sky. Do a little orange sun. it balances the color blue.
Warm and cold - the yin and yang. it is necessary to supplement the opposite, then there will be a sense of completeness and wholeness,comfort, beauty.
This principle can be used more in the secondary coverage if you use a plane with light as Koola, instead of white there should put a picture of the landscape, the cold streak the sky and warm strip of land illuminate the room more natural shadows from objects give shape and color.
http://s1.1zoom.me/big3/93/340436-svetik.jpg?m=1
see at color of shadows:
&d=1415136544
At the last stage did tone correction, color correction, and white balance.
you can still do a bit of gray paint.
My max settings(final render):
Satic Lighting level Scale: 0.2 (set 1 if dond have much time)
Num Inderect Light Bunces: 100 (in real life, millions of photons reflected from objects just before you get into the eye, so this option is placed on the maximum)
Inderect Lighting Quality: 7
Inderect Lighting Quality: 0.3 (set 0.85 or 1 if dond have much time)
Enviroment color: Black
Use Ambient Occlusion: ] disabe (only in global postprocess tune AO, because in real life angles are not forced to dark, AO simulation of global illumination and we receive it as a result building lightmass)
sun 2 on 4 intensity
use “Sky light” tool, intensity 0.25
on projectors that give a light from the sky through the window in the reflection from the planes set:
Mobility Static
Intensity 20
Use Inverse Squared Falloff ] disabe
Light Falloff Exponent 0.0001
material:
in Specular always use Fresnel
Fresnel -------> mask of lerp (a,b) a,b set Scalar parameter for each material and mask from diffuse for second lerp, it will be their.
See on water, plastic, tile, papir, paint, all the light is reflected by the Fresnel, values need to pick up watching real materials
And used as a reflection in each room to be Reflect capture, else in the room near the walls will reflect the sky.
In diffuse use more resolution textures of procedural combination.
In Roughness use textures from diffuse
deep space may be more rough than convex or vice versa
All these little things form a sense of photorealism.