How to make HDR look good

Discussion in 'Mapping Questions & Discussion' started by XFunc_CaRteR, Oct 26, 2009.

  1. XFunc_CaRteR

    XFunc_CaRteR L5: Dapper Member

    Messages:
    248
    Positive Ratings:
    17
    In LDR, my map looks good - well lit; nothing washed out. I build it in HDR, run the cubemaps - twice (once for HDR, then reload and again for LDR) - load up the map and *yuck*. All the lights are burning out my textures. Hurts the eyes to look at walls near lights. The lighting it totally over the top. What's up with that?

    Is there a way to compile in HDR that doesn't totally overdo the lighting? Do people use HDR much? Any suggestions?
     
  2. Icarus

    aa Icarus

    Messages:
    2,246
    Positive Ratings:
    1,182
    you need to look into tonemaps

    For example, open up a valve map and take a look at the logic_auto. It sends inputs to a env_tonemap_controller, which controls bloom and HDR scales
     
  3. XFunc_CaRteR

    XFunc_CaRteR L5: Dapper Member

    Messages:
    248
    Positive Ratings:
    17