I build this realtime project in about 2 month. Its a commercial center located in tehran. Its full HDR. Including 16bit float lightmap. The result is correct tonemapping.
Game engine: Quest3d
Model: Maya
Texture: Photoshop
Render engine for lightmap baking: Turtle
What is the advantage to having the lightmap be HDR? Is the engine using this to do realtime exposure/tonemapping adjustments? If so can you show that off?
If its not doing anything like dynamic in engine what's the advantage to having the engine work on the tonemapping rather over making the adjustments with the lighting file before baking?
Pretty cool, you should add some exposure + - buttons to the realtime demo and have the option to turn off the dynamic adjustments. Can the tone mapping be made to happen faster or is there some limitation in the engine there?
Thanks. yes all of them is simply possible. I just dont had time to build those pipeline. I will update it soon or later. With Quest3d you can build your own render pipeline from scratch.
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If its not doing anything like dynamic in engine what's the advantage to having the engine work on the tonemapping rather over making the adjustments with the lighting file before baking?