i can see the importance of the mia_exposure node, but i think that it is limited in certain situations. what i expect from a tonemapper (especially in indoor scenes) is to fix the burned areas and lighten surfaces far from those hot zones just like in real life.
Yes, mia_exposure can fix the burned areas but the far away surfaces are darkened as a result (even if i tune the gain).So i don’t see how it is supposed to help achieve balanced interior lighting.
i came out with another solution: i use the mia_material by lowering the diffuse weight and diffuse value (0,01) and i increase the Fg indirect multiplier so the hot zones are not burned and the far away surfaces recieve more light.
here is the result same light settings:
Now, i know this is not the ideal way, but it’s the only solution for me to fix relativly burned areas close or directly exposed to the light source, and lighten dark areas far from the light source.

this thread lives me with some questioning:
-what’s the importance of the gamma value in the render globals, i can see that a value of 2.2 just darkens the render linearly compared to a value of 1. So why is it so important?
-I am really concerned about the “degaming textures” issue, i understood the XSI issue exemple posted earlier in this thread.Mia_exposure seems to wash textures a little bit, how can i keep texture info “objective” and evoyd washiness?