I’m having some trouble getting the adaptive tonemapping to do what I want, or rather to limit it to my needs.
We’re making a game that requires quite a bit of contrast between the light and dark areas. When standing in light, the dark areas should be pitch black. When in dark areas, the camera should adjust and make things just bright enough to see what’s in front of you, but not bright as day.
The Adaptive Reinhard tonemapping gets me almost where I want to be, but there are some issues.
My values are:
Middle grey: 0.07
White: 10
In order for the dark areas to be dark enough when you’re inside them, the light areas are toned down too much. This makes the lighting really dull when you’re in the brightest areas.
To make the light areas look good, I have to tweak the “middle grey” value a bit, which works, but then the dark areas become way too bright.
Is there’s a way to limit the tonemapper so that it stops before ruining the dark areas.
I can try to formulate it better:
Say the tonemapper is at the imaginary value 50 when you look at an averagely lit spot in your scene.
When looking at very light areas, it will go up to 100 to compensate for it, toning the brightness down. This is ok. However…
When looking at very dark areas, it will go to 0, making it just as bright as the areas that are lit. I want to cap that imaginary value at something like 60, so that it stops while the dark is still…darkness.
Image visualizing this:
http://i.imgur.com/nQnNy.jpg
All replies appreciated. Fixes, workarounds, anything.
Thanks.