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mental ray Architectural and Design Visualization Shader Library

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4.1 Tone Mapping 95The left image subdues the overexposure some. The right image is using a burn highlights ofzero, which actually removes any over- exposure completely. However, this has the drawbackof killing most contrast in the image, <strong>and</strong> while real film indeed performs a compression of theover-brights, no film exists that magically removes all overexposure. Hence, it is suggested tokeep burn highlights small, yet non-zero. In our example we pick the 0.5 value.Real cameras have a falloff near the edges of the image known as “vignetting”, which issupported in this shader by using the parameter of the same name:vignetting = 5 vignetting = 11The image on the right is interesting in that it “helps” our overexposed outdoors by the factthat it happens to be on the edge of the image <strong>and</strong> is hence attenuated by the vignetting.However, the left edge turns out too dark.We will try a middle-of-the road version using a vignetting of 6 <strong>and</strong> we modify theburn highlights to 0.25 <strong>and</strong> get this image:vignetting = 6 burn highlights = 0.25This image is nice, but it really lacks that feel of “contrast”. To help this we play with thecrush shadows parameter:

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