[Bf-cycles] Tonemapping

Brecht Van Lommel brechtvanlommel at pandora.be
Thu Jun 23 12:55:38 CEST 2011

Hi David,

This is indeed something that needs to be fixed, but I think it should
be done a bit different. For viewport rendering I'd prefer to still
keep the texture as uchar4, and instead add a second tonemapping
kernel that outputs float4 in linear color into a temporary float4

Reason for that is to avoid doing the conversion to srgb and then back
to linear in this case, and because for CPU rendering uchar4 uploads
quicker to the GPU for drawing.


On Thu, Jun 23, 2011 at 1:45 AM, David <erwin94 at gmx.net> wrote:
> Hi,
> 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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