Ive never been able to successfully use physical light or similar light falloff without bleaching completely nearby details that I cant pull out with any tone mapping. This is especially the case when the light source is positioned near white walls or objects in a real room size with indirect illumination like FG and GI. For example in this rendering it is a white lambert box with a room size of 700, 300, 700 cm. The light is about 20 cm away from the wall and 60 cm from the ceiling. The light is area with sphere shape about 10 cm large, physical light attached which color is linked to mib_cie_d with 5000K and 400 000 intensity.
[img]http://i111.photobucket.com/albums/n129/Emil3d/falloff1.jpg[/img]
Right now Im sitting in a relatively empty white room with very similar dimensions and light source appearance. The light falloff in the rendering is very similar to reality except the bleached atomic spot. The lamp in my room is a white glass enclosure with 4 bulbs 100 watts each and I can see clearly the details of the lamp and even the scratches on the wall right behind it.
If I move the light in the 3D scene about 150 cm away from the wall and ceiling I get a beautiful falloff like this.
[img]http://i111.photobucket.com/albums/n129/Emil3d/falloff2.jpg[/img]
I can avoid the bleaching by moving lights away from objects or making scenes with miniature scales and low intensity lights but Im not happy with that and wonder how others deal with this. I will greatly appreciate your tips.


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They were really identical to the last image I posted in this thread.