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
32 bit HDR tone mapped result-
practical example of indoor lighting scenario (lit with MIB blackbody physical area lights)
8 bit result, no post-
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
quick and dirty color corrected final result-
and these look terrible online because they have been overcompressed
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