@ royterr, as I promised heres the details:).
First I render to x32bit file without mia_exposure_simple or any tone mapping/color correction nodes.
When using Photoshop, usually I use the exposure and gamma controls from the exposure dialog window. Then convert to 16 bit channels, and use Curves and/or Levels to get the desired balance. Sometimes I also add/remove saturation usually after contrast changes which affect saturation. Although for this I like the Selective Color control more.
However in this particular example I did something different which is what I usually do when manipulating photos taken with my digital camera using a feature called bracketing. It is useful for taking picture like those in a room with a window in a sunny day. I put my camera on a tripod facing the window and the camera takes automatically 3 pictures with different exposures; first with details in the room but everything outside the window is bleached white, second some details inside and outside the window but still under and over exposed at the extremes, and the third is opposite of the first. Then I take these 3 pictures in Photoshop and merge them together to make a balanced image.
With this rendering I did something similar by breaking it into 4 images as layers with different exposures. In my previous message I showed only the first and the last layers used for the darkest and lightest areas. It doesnt really matter if you set the exposure with the eyedropper or just by dragging the slider. At the end its all eyeballing although I always use the eyedropper for the brightest point while for the darks and the in betweens I simply drag the exposure slider.
After converting to 16 bit and breaking the image into layers with different exposures, I display only the first two layers, and apply Color Range to the layer above to select only the good areas in it. To do this I first click with the eyedropper in the brightest spot and then drag the Fuzziness slider until the preview shows a selection that covers only the good areas. Then in the layers palette I click the make mask button to remove the rest and reveal the previous layer. Then I display the third layer and repeat the same for it and the rest. Once the masks are set I can click on the image (not the mask) and apply Levels to adjust it additionally and blend it better with the other layers.
This is a screen grab of the layer palette and the Set Range command being applied.
[img]http://i111.photobucket.com/albums/n129/Emil3d/PhotoshopCC.jpg[/img]
When using Maya to tonemap, in mia_exposure_simple I enable the preview and choose the rendered file. Drop the mia_exposure_simple node on the color attribute in the remapHSV tab, then drop the remapHSV node on the value of the contrast tab, and finally drop the contrast node on the lens shader slot of the camera. These are the settings for this particular scene.
[img]http://i111.photobucket.com/albums/n129/Emil3d/Settings.jpg[/img]
And this is the result displayed when rendered directly in Maya by Render View. Very far from what I wish it should be but it’s ok for a preview. I think of a Render View now as a middle man between the vewport preview and the final real result:)
[img]http://i111.photobucket.com/albums/n129/Emil3d/class_room_RenderView.jpg[/img]
@ myself44 openEXR is listed in the general tab the Render Settings and is a file format that supports x32 bit set in the Framebuffer section of the MR tab.
@ MrHoo I got the scene from the same place in Max format too but I opened it fine in 8.5. I dont mind sharing the Maya file but its about 12 MB, if someone tell me where and how to upload it Ill do.