Harh Posted June 21 Posted June 21 1. Add some compression for most bright tones. It will prevent blowouts in the brighter areas like flashes or clouds Yeah, I know we have "blowouts" in our own eyes, but for what I see in the videos is a bit extreme. It's only partially about the metal shine, it is also about clouds and about balancing the overall scene brightness when there can be a general lack of brightness to save the top bright areas... I would even propose to add a local adaptation like we have with the real eyesight - it would take care about general undertoning of the relatively dim areas like all the cockpits like we have here: ...but I don't believe anyone will care to implement it anyway π 2. Material of the grassy (and not limited to) areas on the landscape. It's just a sample photo from the internet: Note on how the grass becomes WAY more reflective when looking along it in sharp angles. When using grass material (I mean not sprites or objects, but just PBR-like material/textures) with the scape mesh, tune the fresnel like reflectivity (when there is noticable reflex on sharp angles) to imitate it. About grass "sprites", especially in sunny condition: add a brightness gradient from top to bottom, so down there the grass will be darker. Just like you can see on the same photo up there. It is not physically correct of course, but there will be no physically correct lighting for stuff like it anyway, but this way the grass will have a lot more "volume" to it. 2
Harh Posted June 24 Author Posted June 24 One more screenshot from the videos - it's a good demonstration of the "too much white" effect. It looks like being shot on low dynamic range sensor. 1
Aapje Posted June 24 Posted June 24 The sun will blind you in real life too. This is not necessarily wrong. 1
Dash,Polder Posted June 24 Posted June 24 Than build us some Ray Bans or tinted visors, even better, both.Β 1
Kareem Posted June 25 Posted June 25 24.06.2026 Π² 10:41, Harh ΡΠΊΠ°Π·Π°Π»: One more screenshot from the videos - it's a good demonstration of the "too much white" effect. It looks like being shot on low dynamic range sensor. I believe it's not reason to use exposure fusion, because it will kill contrast.
Harh Posted June 25 Author Posted June 25 24.06.2026 Π² 22:13, Aapje ΡΠΊΠ°Π·Π°Π»: The sun will blind you in real life too. This is not necessarily wrong. I understand it. But imagine you are looking like it in real life - sun is blindingly bright, and you have to almost close your eyes - then what's wrong with it then? But then imagine you just put your arm before you obstructing the sun, and the picture will become completely bearable even with really bright sky before you. But here, if you'll do exactly the same (with cockpit strut for example) you'll still have white bright sky anyway since this here is generally not a lens flare, but the limit of dynamic range. I'm just trying to say it is too limited. Like the example with small DR camera sensors (cheap phones). 8 ΡΠ°ΡΠΎΠ² Π½Π°Π·Π°Π΄, Kareem ΡΠΊΠ°Π·Π°Π»: I believe it's not reason to use exposure fusion, because it will kill contrast. That depends on method. You can leave all the exposures as they are, but just compress the topmost bright tones, and make it fit within the last 5-10% of screen colors. Or you can go for using local adaptation method (in most cases referred as HDR), that will also push up "bottom" tones like cockpit interior without sacrificing contrast in general, but it would need a lot more work to implement.
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