Exactly. Like YOU, conveniently misunderstanding what I say, in a way that allows you to be a smartass. Saying that something isn’t always practical doesn’t mean you don’t understand it, arrgoant prick. You may as well fault someone for using shadow maps ( like in all of Frozen ), telling them they don’t understand raytraced shadows. You think no one would complain if the shadow map feature was taken out of renderman?? People complained when Vlado wanted to replace all specularity with real glossy reflections too.
What I’m asking for is NO DIFFERENT. Like I fucking said;
“I’m just sick of doing workarounds for a feature that takes control away the artist, and locks it. It doesn’t make one speck of sense to me. Would everyone be so passive if depth of field was locked on, and locked to the lens settings of the camera - because that’s realistic? Or if IES lights with brute force GI were the only lighting options?”
"The see-sawing, and clamping, of diffuse and reflection is imho no different than eliminating all the spec components (Phong/Blinn/Ward), and saying “too bad, they’re not realistic.”
“It’s being locked to a see-saw, and clamped, that I object to.”
“Those inaccuracies give rise to other inaccuracies. And if you’re shackled into doing everything else “realistically”, you can get stuck with artifacts, or with single frames that take days to render, or have to shoot all your HDR’s over again, then redo all your lookdev, or other drastic measures.”
(Now why did I have to copy-paste those, when everyone supposedly read everything already??)
I didn’t fucking say it was broken.
I didn’t fucking say it never works.
I didn’t fucking say it was inaccurate.
I didn’t fucking say it shouldn’t exist.
No matter how much the smartasses want those to be true, to give them an excuse to show off.
Ok what’s the next bit of misrepresentation I have to re-correct yet again? Betting I can just copy-paste the rest of my responses from now on.

