Gal
07-08-2007, 11:48 PM
hey guys i wrote about this once before in the VRAY/Mr thread but not many took notice and i keep seeing the same question coming up. here's a small pdf i did a while ago back in the day when i was trying to mimic vray's builtin toning functions. this shows how you can tone map a 16/32 bit images with Shake and the lookuphsv node exactly like 1 of the vray tone mapping algorithms(it has 4 i think, this is exactly like one of them cant remember the name, i copied the examples showed on the vray site and got the same result). it's a much more powerful function than any other tool i've found so far.. not to mention interactive.
http://galroiter.com/art/tutorials/Tonemap_Galroiter.pdf
by the way 1 thing i've noticed is that no matter what you do reflections in 3d rendered in 32bit will not keep their actual data and cant be tone mapped like lighting information. i havent tried but i would imagin it will be tone mapped if the tone function is being called at rendertime such as the mia_exposure. it's a theory i wonder if someone can try it and let me know. it's a shame since being able to tone map reflections in your render in a compositor would be quite powerful. i actually made a simple "tone mapping" shading network to avoid unrealistic additive reflections using a a base reflective shader plugged into a ramp to tone it then into a reflection slot of your final shader. it works well but just like toning in 3d it's not interactive and you need to testrender constantly to tweak it.
http://galroiter.com/art/tutorials/Tonemap_Galroiter.pdf
by the way 1 thing i've noticed is that no matter what you do reflections in 3d rendered in 32bit will not keep their actual data and cant be tone mapped like lighting information. i havent tried but i would imagin it will be tone mapped if the tone function is being called at rendertime such as the mia_exposure. it's a theory i wonder if someone can try it and let me know. it's a shame since being able to tone map reflections in your render in a compositor would be quite powerful. i actually made a simple "tone mapping" shading network to avoid unrealistic additive reflections using a a base reflective shader plugged into a ramp to tone it then into a reflection slot of your final shader. it works well but just like toning in 3d it's not interactive and you need to testrender constantly to tweak it.
