32 bit float .exr rendering, tone mapping, linear workflow, gamma correction R&D tests
over the last few weeks i have been researching linear workflow and have been attempting to
recreate HDR photography using mental ray rendering. without getting too much into
it-
simple test using a dialectic material & simple gamma correction
8 bit result, no post
![](//1.bp.blogspot.com/_zFCcqXS9a6A/TL4RnyQ9sYI/AAAAAAAAAEU/IfgkWxSCZ_M/s400/sphere_8bit.jpg)
32 bit HDR tone mapped result-
![](//2.bp.blogspot.com/_zFCcqXS9a6A/TL4RteDMIcI/AAAAAAAAAEc/CBPsCiqj_eQ/s400/sphere_hdr_tonemapped.jpg)
practical example of indoor lighting scenario (lit with MIB blackbody physical area lights)
8 bit result, no post-
![](//4.bp.blogspot.com/_zFCcqXS9a6A/TL4SHbtWQcI/AAAAAAAAAEs/aO7cDL6Lo6A/s400/machine_8bit.jpg)
32 bit hdr render (looking at it now it looks a bit underexposed and probably too much detail added in the HDR toning, but its just a quick test so screw it
![](//4.bp.blogspot.com/_zFCcqXS9a6A/TL4SBfBGtHI/AAAAAAAAAEk/K80Anfyjy0o/s400/sphere_mapped.jpg)
quick and dirty color corrected final result-
![](//3.bp.blogspot.com/_zFCcqXS9a6A/TL4SNEUqI9I/AAAAAAAAAE0/NebF7GTy6Jw/s400/sphere_mapped_colorcorrect.jpg)
and these look terrible online because they have been overcompressed