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Hdr Issue with Blending


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#1 Quat   Members   -  Reputation: 403

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Posted 04 March 2014 - 06:31 PM

Before when I had a LDR system, I blended my foam particles on top of water like so:

 

F = SrcColor + (1 - SrcColor)*DstColor

 

This prevented the color from getting too bright since I wanted a white foam effect, not a bright "magic" effect.  This is coming out too dark after tonemapping.  Since the SrcColor is a "fake light" value from the texture, I tried scaling its values up to make it "HDR" but that breaks the (1 - SrcColor) since SrcColor can now be greater than 1.  What is the proper way to do this with HDR and tonemapping?


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#2 Ashaman73   Crossbones+   -  Reputation: 7122

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Posted 05 March 2014 - 03:13 AM

Lights are additive, so why not just use additive blending ?

 

F = SrcColor + DstColor

 

If you still want to dim the background, use the alpha channel.

 

F = SrcColor + (alpha*DstColor)

 

Calculate a reasonable alpha value between 0..1 to simulate the dimm factor.






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