Do you use some sort of material shader? Different light values like diffuse color or a multiplier could do the job to boost the values of some blocks while leaving the rest untouched. You could also experiment with specular exponents but in my opinion it makes it look unnatural when the exponent gets to small. Tweaking your textures may help too. Sometimes good looking textures with LDR look bad with HDR.
Certainly, well we switched some things around and finally added in filmics system and got a very desirable effect overall and even got specular blur working! YEAH!!, now our issue is our skybox, everything looks great except for the skybox is being destroyed by the entire process. (we are getting a very washed out color even though I have a vibrant one in the settings )
It is key to note that we are not using a texture for the skybox. This enables us to control the color of the sky manually at any point in the day and create transitions from one color to the next. The only aspect that is an image is the sun and the moon, so we are kinda at a loss as to how we could fix this. We have attempted to change the lighting multiplier for the sky and other things but ultimately the result is a washed out color.
Any ideas as to how we could get the sky to either be a rich vibrant color, or how to make it bypass the entire process all together? This system is proving to be the most troublesome.... and rather annoying. We still have an issue with the auto exposure correction as well. We are unsure of where to modify the values that control how much of it works... so when you go into a dark region the outside becomes... daytime! lmao
While funny at first it is proving to be annoying in many cases. Here are some screenshots, btw I want to thank you guys for all this help. I hate how much of a bother we are being but this is like pulling teeth for us since none of us have ever coded an HDR setup before.
and the sky issue: