As you may had notice, in real life there's anything pure white or pure black. That should be enough to prevent us to use 255 white or 0 black, but we keep doing it. Let's show an example where this can be a huge problem.
If we think in an easy material, just with diffuse channel, the main formula used by the render engines to achive the final result is that:
If we think in an easy material, just with diffuse channel, the main formula used by the render engines to achive the final result is that:
Base Color * Amount of Light
We are going to display it in a screen, so the real formula will be:
Base Color (R) * Amount of Light = Red Channel
Base Color (G) * Amount of Light = Green Channel
Base Color (B) * Amount of Light = Blue Channel
In real life, when an object is overexposed looks whiter or even completely white. So when something is overexposed in our CG scene needs to be displayed whiter aswell. To achive that in our screen, R, G and B channels need to increase their values. Not just one channel, all.
But what happens if one of our Base Color channels is completely black? We all now that anything multiplied by 0 is 0.
But what happens if one of our Base Color channels is completely black? We all now that anything multiplied by 0 is 0.
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