Rendering is Grey even though the background is white?

Hi guys,

I am finding most of my renderingh results very greyish looking. Even though I tried tuning up the background to really white.

Here is my Scene Color Management Setting:
image

I know I am using “Filmic Logic” which may be the reason why things are abit “washed out”.
Is there anyway around it?

Try changing the View to Standart. Filmic view transform adjusts exposure range for good but not in this case.
You can check this for more info:
https://www.youtube.com/watch?v=53m-17Y_zJg

You can obtain pure white in filmic with RGB 16.232.
(As long as you need pure white, since “in nature” it doesn’t exist… even white snow has 0.8 albedo)

Could you elaborate more on this? Where do you change that RGB value?

The thing is quite technical.
Filmic gives a dynamic range with 6.5 stops over the middle grey which is roughly set to 0.18.
To obtain the maximum value you must do this calculus:

value to input = middlegrey value * 2^(number of stops over middle grey)

It means:

value to input = 0.18 * 2^6.5 = 16.2917

Empirically I can say that the real value is around 16.232
I’m not so deep into filmic development so I can only guess middle grey could not be set as 0.18 precisely or the stops are not really 6.5.

I know it’s a bit foggy explaination, but I hope you get some of the answers from it.

You can input this value in the color wheel RGB with strength 1 or viceversa RGB 1 and strength 16.232

Notice that it is a hack that violates physics laws (and obviously photorealism) as I’ve said before.

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Oh, I see, you mean the material values and not “Use Curves” options at color management section.
Also I didn’t know RGB exceeds 0-1 range when you put higher values, thanks.

Log means logarithmic scale, not logic. Don’t use it if you don’t know what it and LUTs are all about.

Nice informative post, and the value 16.291 is correct assuming R=G=B.

However, it doesn’t violate physics. At all.

It’s the core difference between an emission that can range from nothing to infinity, versus an albedo / diffuse value, which is a measurement of reflected incoming energy. In the former, there’s nothing wrong with an arbitrarily high value. In the latter, a surface that reflects more energy than that which hits it is of course a violation of physics.

A render will output emissions from the display based on either emissions in the scene, or reflected energy, and therefore the range in the scene is variably infinite.

Correct, thanks.
I’ve realized I’ve mixed things by thinking to another thread about the same subject.
This “why my white is grey” is quite redundand here.
In fact in my first reply I was talking about albedo.
In the case of an emissive background only there’s no physics laws violation since… well, it’s an emission of energy.

Hope guys dont get confused.