Reducing bloom in HDR?

Discussion in 'Mapping Questions & Discussion' started by Cybris, Mar 29, 2008.

  1. Cybris

    Cybris L1: Registered

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    I finished a map (ctf_installation) a few weeks ago:

    http://www.fpsbanana.com/maps/45191

    Playtesters compliment me on layout and detailing, but the lighting seems to be a problem. Especially the high-contrast central canyon area suffers from a strong bloom effect on the concrete floor. The battlement floors also seems too bright.

    I reduced HDR lighting in the light_environment, but am hesitant to reduce the light values further because it may become too dark. Vrad and cubemap building take very long and I know it will take days of trial-and-error to get an acceptable lighting compromise.

    Is there any other way to reduce the blooming effect? I could replace the textures with darker ones, but there has to be an easy way because Valve maps don't suffer from this.

    Help and advice would be very much appreciated.
     
  2. YM

    aa YM LVL100 YM

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    env_tonemapcontroller + logic_auto

    fire the env_tonemapcontroller from the logic auto with lower than 1 parameter overide values for:
    setmaxexposure
    setminexposure
    setbloomscale

    I recommend .9 .7 and .7 respectively (you can tweak these depending on what you want)
     
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  3. Cybris

    Cybris L1: Registered

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    Thank you, that was really really helpful!
     
  4. YM

    aa YM LVL100 YM

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    No problem.
    Welcome to the comunity by the way.