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Manual: Index | Blender Version 2.48

[edit] Exposure and Range

Mode: All Modes

Panel: Shading context → World sub-context → World

Hotkey: F8


[edit] Description

Exposure and Range are similar to the “Colour Curves” Tool in Gimp or Photoshop.

Previously Blender clipped colour straight with “1.0” (or 255) when it exceeded the possible RGB space. This caused ugly banding and overblown highlights when light overflowed (An overexposed Teapot).

Using an exponential correction formula, this now can be nicely corrected.

[edit] Options

Exposure and Range Buttons.
Exp
The exponential curvature, with 0.0 being linear, and 1.0 being curved.
Range
The range of input colours that are mapped to visible colours (0.0-1.0).

So without Exposure we will get a linear correction of all colour values:

  1. Range > 1.0: the picture will become darker; with Range = 2.0, a colour value of 1.0 (the brightest by default) will be clipped to 0.5 (half bright). (Range 2.0).
  2. Range < 1.0: the picture will become brighter; with Range = 0.5, a colour value of 0.5 (half bright by default) will be clipped to 1.0 (the brightest). (Range 0.5).


[edit] Examples

With a linear correction every colour value will get changed, which is probably not what we want. Exposure brightens the darker pixels, so that the darker parts of the Image won’t be changed at all (Range 2.0, Exposure 0.3).

An overexposed Teapot.
Range 2.0.
Range 0.5.
Range 2.0, Exposure 0.3.


[edit] Hints

Try and find the best Range value, so that overexposed parts are just not too bright. Now turn up the Exposure value, until the overall brightness of the image is satisfying. This is especially useful with area lamps.


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