erwin94 at gmx.net
Thu Jun 23 01:45:04 CEST 2011
at the moment the tonemapping process is part of the renderer and not as good as it could be.
It casts the result to an uchar image, which limits the usefulness of the compositor (no HDR) and
completely bypasses dithering.
IMHO tonemapping does not belong in the renderer, but rather in the compositor, or as an
additional option to the color management process that already exists in blender.
In the meantime the attached patch would help make the renderer a lot more useful,
it switches the result of tonemapping from a uchar4* to a float4* (tested for cpu and cuda)
till then, David.
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