Hello everyone,
Here is a little test scene I put together to test the HDR and Tonemapping features. The goal was to have the camera exposure auto adjust based on how light or dark the aria is. The hose is from a different project I am currently working on. Not much time was spent on the environment since this was just a test.
That is not bad… though a nice little secret for you is if you use GI and IBL, it will look amazingly detailed…
Thanks for the tip Neptune,
I just started playing with this effect today. I would love to make it better. what do you mean by GI and IBL? I do not know what these are.
Just looked it up. Global Illumination and Image Based Lighting? I did use beast to back a very simple lightmap. Final Gather rays down to 200 and resolution of 10. Because I was just testing the HDR effects I didn’t care too much about the bake. I didn’t even enable any Ambient Occlusion. Instead opting for SSAO purely to save time.
I am no expert and am still learning Unity. I do not see any GI or IBL options in the bake settings. Mind pointing me in the right direction?
Hah, just found your YouTube tutorial on IBL. I will check it out and see if I cant apply your suggestions.
I wonder if you could enable clamping on the absolute tone change? When an absolutely dark area is in view of the camera the illuminated areas turn white. Would it be possible to make some sort of limit on how much tone change is possible?
Im not sure, but was wondering that myself. Right now I am using the AdaptiveReinhard Technique. I would rather use AdaptiveReinhardAutoWhite, because I think the effect is better. However, with dark rooms the illumination is much brighter than even the AdaptiveReinhard. If anyone knows of a way to clamp the brightness to max value, please let me know.
Am I right that this effect is not available on iOS because hdr is disabled?