11.07.2015 Views

mental ray Architectural and Design Visualization Shader Library

mental ray Architectural and Design Visualization Shader Library

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4.1 Tone Mapping 93portal light in the window. The units are set up such that the raw pixels are in c<strong>and</strong>ela persquare meter.The raw render, with no tone mapping, looks something like this:No tone mappingThis is the typical look of a Gamma=1 un-tonemapped image. Bright areas blow out in avery unpleasing way, shadows are unrealistically harsh <strong>and</strong> dark, <strong>and</strong> the colors are extremelyover-saturated.Applying mia exposure photographic with the following settings:"cm2_factor" 1.0,"whitepoint" 1 1 1,"film_iso" 100,"camera_shutter" 100.0,"f_number" 16.0,"vignetting" 0.0,"burn_highlights" 1.0,"crush_blacks" 0.0,"saturation" 1.0,"gamma" 2.2,...gives the following image as a result 4 :4 For speedy results in trying out settings for the tone mapping shaders, try the workflow with the “preview”parameter described on page 89.

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