T3D 1.2 - Staring at the sun (HDR bug?)
by Daniel Buckmaster · in Torque 3D Professional · 09/19/2012 (9:55 pm) · 4 replies
Build: 1.2 confirmed, though I've seen it happen for as long as we've had HDR
Platform: Windows 7 64 bit
Target: PostFX
Issue: HDR does not treat the sun as a bright object
Something I've noticed for a while and been meaning to ask about. When you turn HDR on and start at the sun, everything gets really bright, presumably because the HDR shader doesn't register the sun as a 'bright' object. Is there anything we can do about this?
Reproduction: Open up Empty Terrain from the Full template, add HDR via the PostFX manager, look at the sun. Everything becomes brighter when it should become dimmer.
Platform: Windows 7 64 bit
Target: PostFX
Issue: HDR does not treat the sun as a bright object
Something I've noticed for a while and been meaning to ask about. When you turn HDR on and start at the sun, everything gets really bright, presumably because the HDR shader doesn't register the sun as a 'bright' object. Is there anything we can do about this?
Reproduction: Open up Empty Terrain from the Full template, add HDR via the PostFX manager, look at the sun. Everything becomes brighter when it should become dimmer.
About the author
Studying mechatronic engineering and computer science at the University of Sydney. Game development is probably my most time-consuming hobby!
#2
09/21/2012 (1:58 am)
Lemme guess, using a scatterSky object? It tends to get treated as a very dark surface, darker than it should be. HDR reworking is one of my one-day-to-do tasks... Someday.
#3
09/21/2012 (2:10 am)
Yep, that was a ScatterSky. Would I be looking at different behaviour with a regular skybox? I've only tried with ScatterSky since it is the default, and beautiful.
#4
My thought would be to attempt a sort of manually inserted "brightness" for a sun object: information passed to the shader that allows the HDR shader to recognize the player looking at the sun and, if so, maxing out the exposure as high as possible.
09/21/2012 (2:17 am)
Yeah, a standard skybox works as any surface of that luminance would behave. In the end though, the HDR implementation could use some work. It'll never quite work right without a bit of rewriting going on, especially in the circumstance of the scatterSky.My thought would be to attempt a sort of manually inserted "brightness" for a sun object: information passed to the shader that allows the HDR shader to recognize the player looking at the sun and, if so, maxing out the exposure as high as possible.
Torque Owner Daniel Buckmaster
T3D Steering Committee