1. Forums
  2. Discord
  3. About Mapcore
  4. Patreon Supporters
  • Login
  • Register
  • Search
This Thread
  • Everywhere
  • This Thread
  • This Forum
  • Articles
  • Pages
  • Forum
  • More Options
  1. Mapcore
  2. Discussions
  3. Level Design

The Secret Ingredient to Photorealism

  • Minos
  • August 13, 2017 at 1:31 AM
  • Minos
    • August 13, 2017 at 1:31 AM
    • #1
    External Content www.youtube.com
    Content embedded from external sources will not be displayed without your consent.
    Through the activation of external content, you agree that personal data may be transferred to third party platforms. We have provided more information on this in our privacy policy.

    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.

  • blackdog
    • August 18, 2017 at 2:54 PM
    • #2

    Thanks for the find, I remember I saw something else on the topic recently, wonder if I can find in my YT or whatever history.

    Shouldn't this be in 3D forum?

  • FMPONE
    • August 18, 2017 at 11:16 PM
    • #3
    Quote from blackdog

    8 hours ago, blackdog said: Thanks for the find, I remember I saw something else on the topic recently, wonder if I can find in my YT or whatever history.

    Shouldn't this be in 3D forum?

    I moved it, this indeed is a great vid! It helped me think about my brightness values for sure.

  • Klems
    • August 19, 2017 at 2:28 PM
    • #4

    Super cool video. I think CS:GO does something similar, compared to EP2/Lost Coast. That would explain why there is no auto-exposition.

    https://knarkowicz.wordpress.com/2016/08/31/hdr…ay-first-steps/

    Good link, has more links in the bottom.

  • Yanzl
    • August 19, 2017 at 4:39 PM
    • #5

    CS:GO still uses linear tonemapping, same as in Lost Coast or all of Source, though the big difference is CS:GO maps are lit more evenly, with indoor areas being almost as bright as the outdoor areas, while Lost Coast tried to have realistic brightness levels.

    Sadly to get the same results as you see in the video in Source you'd have to rewrite the tonemapper. I believe other big engines already have it built in and it's commonly called filmic tonemapping. You can see the difference here: http://filmicworlds.com/blog/filmic-tonemapping-operators/

Participate now!

Don’t have an account yet? Register yourself now and be a part of our community!

Register Yourself Login
Discord

The Mapcore Discord is our lively IRC channel of the 2000s reborn. Chat about level design, gaming, and more.

Latest Posts

  1. BELEK: turning Rouen into competitive FPS maps (Godot project, feedback wanted)

    zlatan24
    November 12, 2026 at 6:23 PM
  2. CS2 sticker critique | Would the eye or blade read first on an AK?

    EmberKrakenCS2
    November 9, 2026 at 10:21 PM
  3. dod_poznan

    Smile_2000
    November 9, 2026 at 9:10 AM
  4. [cs2][WIP] De_digital (A side only) Looking for Feedback

    Howw3
    November 5, 2026 at 9:22 PM
  5. Hello from Normandy: Metin, working on a tactical FPS

    Thrik
    November 2, 2026 at 10:19 PM
  6. How do I setup CS1.6 mapping on linux?

    zlatan24
    November 2, 2026 at 6:43 AM
  7. CS:S | de_honor | Map creation process by D'artagnan

    Dartagnan
    November 1, 2026 at 5:41 PM
  8. Made a map maker for my indie game.

    daud2k7
    November 1, 2026 at 4:19 PM
  9. First CS2 Maps DM and Bomb Defusal

    zlatan24
    November 1, 2026 at 3:06 PM
  10. POLYSTRIKE - Finally Announced After Years of Development!

    MetinSaygin
    October 31, 2026 at 10:57 AM

Users Viewing This Thread

  • 1 Guest
  1. Privacy Policy
  2. Contact
Powered by WoltLab Suite™