Coding gradiant transitions
Play around with your tonemapper.
Instead of an almost 1:1 mapping like
[0..0.1] => [0...0.1]
you need to expose the upper values in this concrete scene more, something like
[0..0.1] => [0...0.5]
Here's a great link about different tone mapping algorithms.
Instead of an almost 1:1 mapping like
[0..0.1] => [0...0.1]
you need to expose the upper values in this concrete scene more, something like
[0..0.1] => [0...0.5]
Here's a great link about different tone mapping algorithms.
Ah, well thank you for that. Saw that before but didnt really understand how that would help with this. Maybe i will mess with that tonight when i get a chance and report back. Thanks again for all the responses here.
In the past while working on the front end of a console game I used a very subtle noise texture mixed with a pixelshader gradient and the result was pretty good for reducing banding. I cannot remember exactly how I modulated the noise with the gradient. It pretty much removed banding - but I do not know if there are better solutions than this, My example was a simple 2d scene though so might not be a great example.
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