I thought I would paste my comment on one of your recent comments on this in the image sharing forum here, since it's about the same topic:
Quote from: efflux on November 25, 2012, 03:12:16 AM
Good start.
This highlights something I'm going to do further tests on in accordance with the whole problem of photography and attempting to compensate for these problems in TG2. I think in a real photo your second image would be massively blown out with light. I'm going to test really pushing for way more atmosphere glow. I don't use any contrast in the render settings in TG2 or try to "fix" exposure which isn't really possible in TG2. I Iet things get badly overexposed (or underexposed) then I post edit it with exr. You can edit exr in Blender which is free. That's a bit convoluted to explain how to do though. It requires nodes in Blender. I may start a thread about this whole topic. Blender actually does do more or less what TG2 can do with exposure but it just gives you options later. Then you export the Blender output to another app (this can be lower bit depth) where you can further tweak diffferent regions of the shot. To me, many TG2 renders look like people are compensating for lighting within their TG2 lighting environment and it doesn't look so photo like because nearly all landscape photos end up being heavily post edited. By doing this you diminish one of TG2s greatest features, it's atmosphere glow. It's the same in movies as well. If you look carefully you can see this editing even in movies i.e ground that has been brightened.
I think I understand a bit what you mean. The default atmosphere settings are quite realistic, I think. One shouldn't tinker too much with it.
Basically the camera in TG2 should emulate a real world camera. In other words: with the default atmosphere settings your render output would be overexposed when facing the atmosphere glow/sun directly.
On the technical side you made one mis-assumption here. The render contrast and gamma settings only apply to lower bit depth formats like BMP and TIF. If you save as EXR the renderer will not apply the toning, contrast and gamma to it.
Quote from: efflux on November 25, 2012, 04:30:40 AM
Another point worth mentioning is that atmospheric effects are interlinked with the scale you are working on. If you work big then thick atmosphere will obscure closer details. I'm trying to keep everything I work on near realistic scales so each planet has relative scales to the next. It makes importing clip files from one scene to another easy to deal with.
That's definitely worth mentioning and very true. If you don't want to fiddle too much with atmospheric settings to control for your scale deviation from real world then just stick as much as possible to real world scales.
I think my latest image is evident of the issues you can get when your atmosphere doesn't completely "fit" the scale of your scene.