mirror of
https://github.com/godotengine/godot-docs.git
synced 2026-01-04 14:11:02 +03:00
Merge pull request #10716 from allenwp/update-tonemap-docs
Update Tonemap docs in Environment and post-processing page
This commit is contained in:
@@ -318,39 +318,46 @@ being affected by the lights that traverse the fog.
|
||||
Tonemap
|
||||
~~~~~~~
|
||||
|
||||
Tonemap selects the tonemapping curve that will be applied to the scene, from a
|
||||
list of standard curves used in the film and game industries. Tonemapping operators
|
||||
other than Linear are used to make light and dark areas more homogeneous,
|
||||
while also avoiding clipping of bright highlights.
|
||||
Tonemap selects the tonemapping algorithm that will be applied to the scene, from a
|
||||
list of standard algorithms used in the film and game industries. Tonemapping modes
|
||||
other than **Linear** are used to make light and dark areas more homogeneous,
|
||||
while also avoiding clipping of bright highlights. Each algorithm has a different
|
||||
performance characteristic that should be considered when choosing your tonemapper.
|
||||
|
||||
The tone mapping options are:
|
||||
|
||||
- **Mode:** The tone mapping mode to use.
|
||||
- **Mode:** The tonemapping mode to use.
|
||||
|
||||
- **Linear:** The default tonemapping mode. This is the fastest and simplest
|
||||
tonemapping operator, but it causes bright lighting to look blown out, with
|
||||
noticeable clipping in the output colors.
|
||||
- **Reinhardt:** Performs a variation on rendered pixels' colors by this
|
||||
formula: ``color = color / (1 + color)``. This avoids clipping bright
|
||||
highlights, but the resulting image can look a bit dull.
|
||||
- **Filmic:** This avoids clipping bright highlights, with a resulting image
|
||||
that usually looks more vivid than Reinhardt.
|
||||
- **ACES:** Academy Color Encoding System tonemapper.
|
||||
ACES is slightly more expensive than other options, but it handles
|
||||
bright lighting in a more realistic fashion by desaturating it as it becomes brighter.
|
||||
ACES typically has a more contrasted output compared to Reinhardt and Filmic.
|
||||
ACES is the recommended option when aiming for photorealistic visuals.
|
||||
This tonemapping mode was called "ACES Fitted" in Godot 3.x.
|
||||
- **Linear:** Does not modify color data, resulting in a linear tonemapping
|
||||
curve which unnaturally clips bright values, causing bright lighting to
|
||||
look blown out. The simplest and fastest tonemapper.
|
||||
- **Reinhard:** A simple tonemapping curve that rolls off bright values to
|
||||
prevent clipping. This results in an image that can appear dull and low
|
||||
contrast. Slower than Linear. When **White** is left at the default
|
||||
value of ``1.0``, Reinhard produces an identical image to Linear.
|
||||
- **Filmic:** Uses a film-like tonemapping curve to prevent clipping of
|
||||
bright values and provide better contrast than Reinhard. Slightly slower
|
||||
than Reinhard.
|
||||
- **ACES:** Uses a high-contrast film-like tonemapping curve and desaturates
|
||||
bright values for a more realistic appearance. Slightly slower than Filmic.
|
||||
- **AgX:** Uses a film-like tonemapping curve and desaturates bright values
|
||||
for a more realistic appearance. Better than other tonemappers at
|
||||
maintaining the hue of colors as they become brighter. The slowest
|
||||
tonemapping option. **White** is fixed at a value of ``16.29``,
|
||||
which makes AgX unsuitable for use with the Mobile rendering method.
|
||||
|
||||
- **Exposure:** Tone mapping exposure which simulates amount of light received
|
||||
over time (default: ``1.0``). Higher values result in an overall brighter appearance.
|
||||
If the scene appears too dark as a result of a tonemapping operator or whitepoint
|
||||
change, try increasing this value slightly.
|
||||
- **Exposure:** Adjusts the brightness of values before they are provided to
|
||||
the tonemapper. Higher **Exposure** values result in a brighter image.
|
||||
Values provided to the tonemapper will also be multiplied by ``2.0``
|
||||
and ``1.8`` for **Filmic** and **ACES** respectively to produce a similar
|
||||
apparent brightness as Linear.
|
||||
|
||||
- **White:** Tone mapping whitepoint, which simulates where in the scale white is
|
||||
located (default: ``1.0``). For photorealistic lighting, recommended values are
|
||||
between ``6.0`` and ``8.0``. Higher values result in less blown out highlights,
|
||||
but make the scene appear slightly darker as a whole.
|
||||
- **White:** The white reference value for tonemapping, which indicates where
|
||||
bright white is located in the scale of values provided to the tonemapper.
|
||||
For photorealistic lighting, recommended values are between ``6.0`` and
|
||||
``8.0``. Higher values result in less blown out highlights, but may make the
|
||||
scene appear lower contrast. **White** is not available when using
|
||||
**Linear** or **AgX**.
|
||||
|
||||
Mid- and post-processing effects
|
||||
--------------------------------
|
||||
|
||||
Reference in New Issue
Block a user