No, the moment you activate the effects, everything outside the 0.0 to 1.0 range (that is what "normal" image formats use) is cut off (since it is converted to integer 8/16 bit), so you loose what makes a HDRI image different - values way outside of this range, "whiter than white" as the Persil commercial would call it, giving those interesting effects of sunlight etc.
In that regard, 8 and 16 Bit aren't different from each other as long as they are implemented as integers that are translated into the 0.0 to 1.0 range. 16 Bit can represent more in-between values, so it can look "smoother".
Only floating point data can hold HDR information (at least this is how it is implemented, basically you could use integers too, but you would have to define what the range is).
Hm - was that any clearer?
Otherwise ask again :-)
Cheers,
Thomas Helzle
On Tue, 04 Apr 2006 19:43:52 +0200, Tim Leydecker <BauerOink(at)gmx.de> wrote:
Hi Luc-Eric,
thanks for pointing out the manual, will give it another go :-)
So, as far as I get it, when my renderregion changes the
moment I "enable effects" on the environmentshader Âs
image "Adjust" page, this is due to the display gamma
setting of the renderregion. IÂll check my preferences
settings.
When I asked about the 8-16bit conversion I expected
it to be a convenience hack for using lowdynamicrange
images as the input for lighting calculations of FG.
DidnÂt realize itÂs mostly meant for displacementmaps.
What IÂd want is to load a *.hdr image, render using itÂs
linear float input, probably *see* the gammacorrected
input to correctly set the f-stop and have the renderregion
and OGLviews display things gammacorrected. Oh, my:-)
Now IÂll check the wiki again.
Cheers
tim
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