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Really cool in depth video about how exposure and filmic color grading work in 3d graphics. I was very ignorant of this before and committed some big mistakes in past projects. On Sampa for example the exposure was so badly set up that emissive intensities of 0.1 or so were already overblooming, I just went with whatever looked "right" ![]()
Even though this is using Blender as an example it applies to pretty much any modern engine or rendering software.