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[Max] General Discussion / Re: Tonemapping - Plz Halp
« on: 2020-05-03, 07:56:58 »Since I never tested fstorm I cant tell what causes this but I noriced this on Bertrands scene he sell. The Fstorm has much stronger direct light. Why is it? Clamped GI? Is it accidental or intentional. It gives the space more readable light in way that I doubt is due to tonemapping.
Someone would have to do a deep dive becayse the features have odd parity in behavior. Fstorm HDRI has two modes (weird option to cut off direct light?), their portal light effectively becomes new area light (like one option in Vray).
Very hard to pick out what exactly is the cause with so many variables.
With Dubcat, we suspected the shader. I wonder if something lije OrenNayar wouldnt cause more highlights from durect light?
I was trying to pinpoint what is the difference between the two engines and came to the same conclusion as you have Juraj that in Fstorm light seems to be more directional.
Flash-light renders looked totaly photorealistic back in the vray 3 days even with crappy shaders. This thogether with superior tonemapping is imho the key to ultimate realism.
Can't say tho whether the directionality comes from the shader as you guys with Dubcat suspected or form the GI algorithm.
Asked about Oren-nayar shader model in the daily builds but the devs haven't picked up the conversation. Take a look:
It instantly looks 10 times more realistic. The devs tho are busy with according to trello "key new features" like faster colour picker....
Absolutely, but fstorm also manages the diffuse roughness better, with much softer brightness variations as the roughness increases