#tonemapping
(well, luts do, but the tonemapping kind)
November 16, 2025 at 5:13 PM
note for self tomorrow i wanna try doom eternal with nvidia rtx hdr tonemapping instead of the game's native hdr mode

sometimes i wonder if a fake hdr can look more pleasing than an actual hdr grade..............
November 16, 2025 at 6:49 AM
SDL: Skip tonemapping for render targets with unspecified HDR headroom
SDL: Skip tonemapping for render targets with unspecified HDR headroom
github.com
November 11, 2025 at 2:30 AM
and the overall composition and colors you do are really so good!!! i only just figured out tonemapping yesterday to improve my art haha
November 8, 2025 at 10:54 PM
Rendering a tilt-shifted Mount Everest at dawn:

(dawn and dusk are the "magic hour" in rendering too, because you can represent an image in the dynamic range of a PNG/JPEG without clipping or tonemapping hacks!)

#RStats #rayrender #rayimage
November 8, 2025 at 4:07 AM
New plex/file server should be coming together later this month. For the last few years I have been contemplating setting up a workflow to rip 4K blurays as remuxes. HDR tonemapping has improved to the point that it's passable.

Storage though....you're talking 50-70gb a movie.
November 3, 2025 at 4:58 PM
Jeg er såpass godt kjent med å skyte i råformat at jeg skjønner at det et mye ymse i standard tonemapping som gjøres in camera på råfiler som kan lage kål og bananer hvis du ikke gjør jobben sjøl
October 24, 2025 at 6:57 PM
Just ruling out the obvious:) and tonemapping is disabled?

I need to try this out tomorrow:) time for bed now:)
October 23, 2025 at 2:06 PM
In compatibility we are outputing and storing sRGB.

There are some post processes that do funny things to colors.

Finally there are small differences in tonemapping precision.

They can all have an effect on final color output.
October 23, 2025 at 1:32 PM
Apply tonemapping and it gets even more confusing.

We can’t go second guessing what the users intent is, because it will be different depending on use case.
October 23, 2025 at 7:18 AM
The only legit upgrade I can think of is HDR is less shit but even that comes with the caveat that Windows' SDR tonemapping doesn't use the industry standard and is dogshit.
October 22, 2025 at 11:42 PM
it doesnt seem to. but it respects my tonemapping settings. i like to edit in HDR... my screen is HDR and most phones nowadays are HDR. not my fault that Windows and Bluesky are lagging behind. im not gonna do a whole SDR edit just for them.
October 22, 2025 at 11:25 PM
vs Set2 for black backgrounds? I needed tonemapping and gamutmapping to properly show it.
October 19, 2025 at 8:06 AM
Oh, understandable.
Why Is tonemapping on by default?

*quickly googling*
Should be able to turn it off in editor under the "show" menu, or using

ShowFlag.Tonemapper 0

in the console.

Can set it in a .ini file for the project too?
October 14, 2025 at 10:15 PM
its just unreals tonemapping
October 14, 2025 at 10:12 PM
important console command that epic doesnt want you to know about that was removed in ue5 and may or may not work when you run it in game in ue4.27 because Epic isn't just run by idiots, its run by malicious and very stupid idiots who hate color >:I
October 14, 2025 at 8:00 PM
Fucking hate Unreal's tonemapping. It's so bad.
October 14, 2025 at 6:08 AM
I've been so busy recently, I really want to make the video about tonemapping but between everything else in my life there's just not enough space :(
October 9, 2025 at 1:18 PM
100%. These are the kinds of bugs that show up with localized tonemapping algorithms. (Professional experience: I worked on image processing pipelines including HDR algorithms at SMaL Camera Technologies / Cypress Semiconductor 2001-2006.)
October 8, 2025 at 6:31 PM
is Hollow Knight rendered to an HDR buffer and then tonemapped?

they definitely make use of color grading, but in certain places it kinda looks like they have tonemapping as well, which is pretty neat
October 6, 2025 at 3:39 PM
Spent some time today adding HDR/tonemapping/bloom
#fluff
October 4, 2025 at 8:59 PM
Ok mpv spline tonemapping is more GOATED than Reinhard
October 2, 2025 at 2:34 PM
Découvrez comment améliorer la qualité visuelle de vos jeux en utilisant les techniques de tonemapping 💡
Le tonemapping
Découvrez comment améliorer la qualité visuelle de vos jeux en utilisant les techniques de tonemapping pour éliminer les problèmes de surexposition lumineuse et de banding des couleurs. Un guide pratique pour les développeur·se·s de jeux utilisant GameMaker qui souhaitent optimiser le rendu
news.humancoders.com
September 29, 2025 at 9:02 AM
I’ve been working on #tonemapping and effects for HDR output in #godotengine for the last few months. Here’s the culmination of my work; please try it out! github.com/godotengine/...
[WIP Draft] The HDR mega-PR by allenwp · Pull Request #110701 · godotengine/godot
This is a combination of the following PRs, merged in no particular order, for the purpose of testing how these PRs work together: [Windows] Support output to HDR monitors #94496 Use half float pr...
github.com
September 28, 2025 at 1:50 PM
Seems to tonemap it in iOS (on an hdr capable display, interestingly) but the tonemapping is fine
September 28, 2025 at 1:32 AM