your daily reminder that you can simulate the exact light transport for a 3d scene and not end up with something that looks realistic. realism is based on modelling, materials, and lighting. you can make something realistic using the blinn-phong model and some clever fakery. all that matters is that it looks good
if the art you want to make requires realism, go for it. but don't feel like your 3d art is worse because it's lacking in realism. in my opinion, the only reason art might be lacking is when the artist couldn't execute their vision to their standard. this happens when they were unable to excert artistic control over some aspect of their piece. that can be anything from not having the right brush for what you want to do, or having a nan poisoning bug in your path tracer
this is why the fetishism for exact light transport algorithms and photorealistic rendering can be insidious. it doesn't matter if the material for some object in your scene is photorealistic when you were unable to get it looking like it did in your head. it doesn't matter that some beam of light wouldn't realistically fall onto some part of the image if having it there would make the image look 10x better.
this is why when disney made their principled shading model they purposefully added some parameters that would be impossible in the real world. in particular "specular tint"
check out their paper (page 12) https://disney-animation.s3.amazonaws.com/library/s2012_pbs_disney_brdf_notes_v2.pdf
@SuricrasiaOnline the principled bsdf is really neat imo because it _is_ physically accurate if you need it to be (like when you're trying to integrate rendered objects with real footage) but it lets you be not physically correct in useful ways if you want to
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