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Description
Here is the panorama:
First, We have a 10 year ongoing effort for:
- using more physically correct equations when baking maps
- preventing color banding, the latter means we want more details in high lights and in shadows, because of how the human eye works, the main concern is about the shadows
The linear pipeline addresses this and the trick of storing lightmaps in sRGB also improves a bit the color banding problem by biasing the precision in favor of shadows. In the future using HDR light maps may improve that even more.
Then, we have a will for having adaptative lighting, where the exposure of the render is adjusted to the amount of lighting in the scene: low exposure on sunny outdoor to see something, high exposure in dark rooms to see something, like the human eyes naturally does.
I believe the tone mapper Reaper implemented is a fundamental brick of that adaptative lighting feature which is highly wanted. Many thanks to Reaper for working on this and for having already achieved this first step.
Now, a tone mapper isn't exactly physical, but light our colorgrading feature, such effect can be wanted, it's fine. As long as we can do it over our linear lighting pipeline, this is good. People like special effects and pleasing transformations (I'm am among them).
So, now we need to make them work together the best way possible, especially if we want adaptative lighting.