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Apply tonemapping to aovs

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Apply tonemapping to aovs

Unread postby monkeybrain » Mon Jun 12, 2017 11:52 am

It would be awesome to be able to apply the tonemapping from the renderer also to the aovs. Right now only the final RGB output is tonemapped, while all the framebuffers are kept in full range. To fight fireflies it would be nice to be have the option to also apply it to the framebuffer aovs.

Cheers,
Tobi
Tobias Sprengart
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Re: Apply tonemapping to aovs

Unread postby isoyann » Fri Jun 16, 2017 11:12 am

Hi,

Currently, AOV can be clamped using the sample clamping attributes (only indirect rays are clamped, so you keep most of your dynamic range) in the raytracer. This is a better way to remove firefly (direct rays benefit from importance sampling and don't create firefly). Only LPE can't be clamped (this will be supported too in future).

Cheers,

Yann
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Re: Apply tonemapping to aovs

Unread postby monkeybrain » Fri Jun 16, 2017 12:28 pm

Hi,

yeah true that, the indirect sample clamping works well and is very good at keeping the dynamic range in the image. Still we have some cases where superbright specular reflections create very twinkly highlights on very small edges. The only way to fight this right now is to either make them like 1% rough, so they benefit from glossy sampling and clamping or to render with super high anti aliasing samples, which is seldom feasable. Maybe fireflies is the wrong term.
Tonemapping the beauty to a range like 0-3 got rid of nearly all of those isntantly, while retaining enough range for comp. So I still think there is a place for direct sample clamping (like Arnold's sample clamping setting).
Maybe introduce a way to clamp specular values or create a checkbox to apply the layer tonemapping also to the aovs written out.

Would be awesome. Cheers,
Tobias
Tobias Sprengart
3D Artist
LIGA_01
monkeybrain
 
Posts: 23
Joined: Fri Aug 15, 2014 2:56 am


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