I wasn’t sure if I should join the party, this seems like a pretty heated discussion…
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I saw a few references to my add-on or absolute HDRIs, let me first say that I never claimed these were the ultimate-scientifically-based toolset. I know they aren’t, I gave a description of my capturing workflow and mentioned where approximations were done, and I am not even touching color management…
But I also know that they are not based on thin air. I see a lot of comments that, to me ear, sound like this: “if it’s not 100% correct, then it shouldn’t even exist”. I don’t this is how CGI was built and progressed. I prefer to work with something that is 90% correct, rather than just guessing everything I do. I have compared exposure and physical lights with Unreal (sRGB against sRGB) and they “surprisingly” matched, so I don’t think I’m completely wrong. Now if you want to discuss if Unreal is right or not, that’s another debate. I do prefer to follow current industry standards, even if they still are somewhat inaccurate.
Unreal decided to not follow ISO standards for their virtual camera (https://www.unrealengine.com/en-US/tech-blog/how-epic-games-is-handling-auto-exposure-in-4-25?sessionInvalidated=true), so I decided not to, and to offer a similar Lens Attenuation factor. This way, 9.416 ended up being the magic number. I don’t think Physical cameras were ever trying to fool users into thinking the engine will render exactly like a silver halide film.
I am just offering a certain lighting workflow that works for me, a workflow that I designed while working on an open world with dynamic time of day system. I have always advocated for using physically-based references as a base, but never be afraid to break it to reach the final output that YOU want. It just needs to be a conscious decision and to know what it implies for the rest of the pipeline.
Having said that, I am a simple artist. I keep learning every day, and I gladly correct my mistakes. If you find any errors in my work, please contact me and teach me. I ended up developing this add-on on my own because I couldn’t find anyone with the scientific knowledge who shared the same interest as me in cameras and lighting. It would have been much faster and much easier for me if I got support when I needed it.
And I claim that your claim is unfounded 
Again, please report any issue you have, this is the only way I can improve it. White balancing only supports sRGB at the moment, Troy and I talked about OCIO support and I know that I will have to do a lot of work to get it to function correctly with any view transform.
My add-on also has multipliers and exposure values for lights like Arnold, it is designed for all type of lighting artists, not just the physically-accurate aficionados.
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While I understand @nacioss concerns and I really appreciate the work he has done for Blender, I don’t find Brecht proposition unreasonable, as long as a Strength of 1 means physically based radiance. This is still a step in the right direction.