![]() ![]() HDR allows you to simulate camera exposure. In the new HDR renderer, arbitrarily bright values are supported: Exposure Compensation Around the light with the Brightness value of 25, there’s a visible circle where higher brightness values are being limited to 1. The old LDR renderer did not support light values greater than 1. HDR rendering solves this by storing intermediate values for each pixel that represent physical brightness quantities, then it converts these values to a 0 to 1 range with a tonemap so they can be displayed on screen. For example, outdoor areas in direct sunlight can be over 100 times brighter than indoor areas. LDR is not capable of storing wide ranges of brightness typical in real-life scenarios. For example, a part whose RGB color is receiving a light with intensity will show up on screen approximately as. The value of a part’s pixel on screen is roughly equal to the RGB color of the part multiplied by the RGB intensity of the light it’s receiving (ignoring fog, post-process effects, etc.). In the old LDR renderer, values stored for each pixel directly represent what percentage of the display’s maximum pixel brightness to emit. Bright outside viewed from inside Low vs High Dynamic Range ![]()
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