I want to add HDR to my (with LDR perfectly looking) map, to make it compatible with SFM.
my problem is now, that the nice blue gradient I used as sky is pretty much white when compiling with HDR, which totally ruins the whole atmosphere.
I've already tried adjusting settings with the hdr_tonemapp_controller, but it's like nothing is even changing.
Or is the problem caused by the Skybox, which is using basically non-HDR-data as HDR basetexture?
I'm a total noob when it comes to HDR, so any help will be greatly appreciated ;)
Yes, you should get hrd skybox.
Use tonemap controllers to tweak your hdr settings
[url]https://developer.valvesoftware.com/wiki/Env_tonemap_controller[/url]
[editline]18th October 2012[/editline]
[QUOTE=Freakrules;38088345]
I've already tried adjusting settings with the hdr_tonemapp_controller, but it's like nothing is even changing.
Or is the problem caused by the Skybox, which is using basically non-HDR-data as HDR basetexture?
[/QUOTE]
didn't see this, are you sure you set up a logic auto to trigger it?
[quote]didn't see this, are you sure you set up a logic auto to trigger it?[/QUOTE]
Actually, I only changed its values trough the console to test some settings. Would that be a problem?
[quote]Yes, you should get hrd skybox. [/quote]
I generated the sky from LDR color gradients (Blender). How would I make this HDR now?
Got any screenshots?
Make sure you selected a HDR skybox in map properties. After loading the map check console for missing hdr textures. Sounds like it could just be a missing skybox texture which would make it go white very fast with bloom.
How it's supposed to look:
[img]http://timrichter.de/images/stories/Floatingworlds3//2012-09-28_00017.jpg[/img]
How it does look:
[img]https://dl.dropbox.com/u/36498915/Pictures/Unbenannt.PNG[/img]
Also, the skybox has a $hdrbasetexture defined, even though it does not contain High-dynamic-range information.
If that causes the problem, how do I include (calculate) HDR-data, because the sky just consists of a color-gradient?
Make the hdrbasetexture alpha a neutral gray, think that's one of the ways I fixed up skylife
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