For the simple exposure, you’re best off eyeballing it yes. But of course the “better” solution is to comp the background in in post.
To get the proper alpha, use mip_rayswitch_environment from 2008 to have a transparent black alpha even though you have an environment to light the scene with. Then just comp.
Actually, come to think of it, one could write a simple shader for “in render comping”. Basically, it would work such that as your “actual” background, you apply transparent black (as for comp), and then you would need to write a really simple lens shader that is applied after the toneop lens shader, and which looks at the alpha, and simply blends in that amount of the given image. “Et voila”.
Not sure if a shader with an ignore tonemapper is possible since the tonemapping is done as a post effect after all shading, no?
True, max has this option, but it has so many cans of worms attached.
First of all, “under the hood” it is really a reverse tonemap going in, not an actual “do not tonemap”. So the checkbox that says “Process environment” in max, is actually the checkbox that turns OFF. Super-confusing.
Secondly, it applies to backgrounds AND environments, with no way of separating it… but in most cases you want to do just that, i.e. you have something as an environment map, and you want something else as the “background”.
And since it’s an actual “reverse” operation, it can run into math problems (non reversable functions, the new photographic tonemapper map isn’t at all trivially reversable … maybe with a lookup map you could reverse it but… ) and sometimes if it is “accidentally” applied twice… bad things occur.
In the end, your best bet is twine:
a) Try to get your background photo in to an as-physical-space-as-possible (which means de-gamma, and possibly highlight expansion w. curves in PhotoShop, save to EXR)
b) Just handle it with alpha after the toneop.
/Z