Effect Composer Gamma Output Difference

Some more considerations for post processing:

  • some passes need to be in linear space (before tone-mapping) and some need to be done after. Some can be done before or after but you’ll get different results (e.g. vignette).
  • Outline effect looks like it has tone mapping built in (probably incorrect?)

Before tone mappings: bloom, lensflare etc
Then, in order: 1. tonemapping 2. gamma correction
After tone mapping: brightness, contrast, FXAA, SMAA, color correction
Order not important (or, choose what looks best to you): DOF, vignette, film grain etc.

I’m not sure where where exposure comes into this - either before all passes, or just before tone mapping?

Thoughts:

  • We should remove all tone mapping except for ACESFilmic/NoToneMapping. ACES Filmic is the industry standard and as far as I know the only kind of tone mapping Unreal and Unity support. I have so far not seen any arguments for having other kinds of tone mapping.
  • It would be great if a final tone mapping pass was automatic when using the EffectComposer. Even better, combine color correction/tonemapping/brightness/contrast as the final pass (again, that’s what Unreal does I think) (see below).
  • have post processing built into the core so it’s a first class three.js citizen - see Takahirox’s PR here:
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