diff --git a/tutorials/3d/environment_and_post_processing.rst b/tutorials/3d/environment_and_post_processing.rst index 6de440a3f87..18092f5818d 100644 --- a/tutorials/3d/environment_and_post_processing.rst +++ b/tutorials/3d/environment_and_post_processing.rst @@ -318,39 +318,46 @@ being affected by the lights that traverse the fog. Tonemap ~~~~~~~ -Tonemap selects the tonemapping curve that will be applied to the scene, from a -list of standard curves used in the film and game industries. Tonemapping operators -other than Linear are used to make light and dark areas more homogeneous, -while also avoiding clipping of bright highlights. +Tonemap selects the tonemapping algorithm that will be applied to the scene, from a +list of standard algorithms used in the film and game industries. Tonemapping modes +other than **Linear** are used to make light and dark areas more homogeneous, +while also avoiding clipping of bright highlights. Each algorithm has a different +performance characteristic that should be considered when choosing your tonemapper. The tone mapping options are: -- **Mode:** The tone mapping mode to use. - - - **Linear:** The default tonemapping mode. This is the fastest and simplest - tonemapping operator, but it causes bright lighting to look blown out, with - noticeable clipping in the output colors. - - **Reinhardt:** Performs a variation on rendered pixels' colors by this - formula: ``color = color / (1 + color)``. This avoids clipping bright - highlights, but the resulting image can look a bit dull. - - **Filmic:** This avoids clipping bright highlights, with a resulting image - that usually looks more vivid than Reinhardt. - - **ACES:** Academy Color Encoding System tonemapper. - ACES is slightly more expensive than other options, but it handles - bright lighting in a more realistic fashion by desaturating it as it becomes brighter. - ACES typically has a more contrasted output compared to Reinhardt and Filmic. - ACES is the recommended option when aiming for photorealistic visuals. - This tonemapping mode was called "ACES Fitted" in Godot 3.x. - -- **Exposure:** Tone mapping exposure which simulates amount of light received - over time (default: ``1.0``). Higher values result in an overall brighter appearance. - If the scene appears too dark as a result of a tonemapping operator or whitepoint - change, try increasing this value slightly. - -- **White:** Tone mapping whitepoint, which simulates where in the scale white is - located (default: ``1.0``). For photorealistic lighting, recommended values are - between ``6.0`` and ``8.0``. Higher values result in less blown out highlights, - but make the scene appear slightly darker as a whole. +- **Mode:** The tonemapping mode to use. + + - **Linear:** Does not modify color data, resulting in a linear tonemapping + curve which unnaturally clips bright values, causing bright lighting to + look blown out. The simplest and fastest tonemapper. + - **Reinhard:** A simple tonemapping curve that rolls off bright values to + prevent clipping. This results in an image that can appear dull and low + contrast. Slower than Linear. When **White** is left at the default + value of ``1.0``, Reinhard produces an identical image to Linear. + - **Filmic:** Uses a film-like tonemapping curve to prevent clipping of + bright values and provide better contrast than Reinhard. Slightly slower + than Reinhard. + - **ACES:** Uses a high-contrast film-like tonemapping curve and desaturates + bright values for a more realistic appearance. Slightly slower than Filmic. + - **AgX:** Uses a film-like tonemapping curve and desaturates bright values + for a more realistic appearance. Better than other tonemappers at + maintaining the hue of colors as they become brighter. The slowest + tonemapping option. **White** is fixed at a value of ``16.29``, + which makes AgX unsuitable for use with the Mobile rendering method. + +- **Exposure:** Adjusts the brightness of values before they are provided to + the tonemapper. Higher **Exposure** values result in a brighter image. + Values provided to the tonemapper will also be multiplied by ``2.0`` + and ``1.8`` for **Filmic** and **ACES** respectively to produce a similar + apparent brightness as Linear. + +- **White:** The white reference value for tonemapping, which indicates where + bright white is located in the scale of values provided to the tonemapper. + For photorealistic lighting, recommended values are between ``6.0`` and + ``8.0``. Higher values result in less blown out highlights, but may make the + scene appear lower contrast. **White** is not available when using + **Linear** or **AgX**. Mid- and post-processing effects --------------------------------