Average Luminance & HDR
Members - Reputation: 646
Posted 02 December 2012 - 11:56 AM
However if you only render to an LDR format in the first place (some games still do this) then values typically won't be above 1.
Moderators - Reputation: 15571
Members - Reputation: 787
Posted 03 December 2012 - 08:53 PM
1 More question, I didn't feel right making a new post.
When I add bloom to my HDR, it ends up making the bloom parts all white. Is that correct? Shouldn't it retain the color of what it's 'blooming'?
When you do it like finalColor = colorFromToneMapper + bloom; (bloom just adds on top making finalColor over 1, which will ultimately be clamped at 1.
Am I missing something here??
Members - Reputation: 768
Posted 04 December 2012 - 04:57 AM
Conclusion: You have to tonemap the high dynamic range image that already has bloom and other lens flares applied to it and not the other way round.
Overall, it's still perfectly fine to have a white point, where everything brighter than this white point is just clamped to white.
Edited by CryZe, 04 December 2012 - 05:00 AM.