Basic knowledge about HDR

You can open the Environment Editor by pressing the F6 key

Key components for HDR lighting

The following sections must be enabled in the environment preset settings:

  • eye_adaptation - enabled

  • tone_mapping - enabled

  • tone_mapping - aces

The main HDR parameter is target_exposure in the eye_adaptation section.

Conditions for correct HDR operation

For HDR to function properly, there must be light at varying brightness ranges, with screen brightness differing by at least 5-10 times.

The working range is from 0.001 to 10.

Lighting components

ComponentDescription

light.ambient_intensity

Intensity of ambient lighting that spreads evenly across the scene.

light.diffuse_intensity

Intensity of diffuse lighting that determines the brightness of surfaces facing the light source.

light.envmap_amount

Amount of light reflected from the environmental map, used for creating reflections.

light.environment_intensity

Intensity of lighting from the environment, including natural and reflected light.

haze.intensity

Intensity of haze or fog, adding an atmospheric effect and altering scene visibility.

HDR sky textures

Use of high dynamic range textures for the sky to achieve realistic light transitions.

Quadratic attenuation in light sources

A light attenuation formula that realistically distributes light as distance increases.

Speculars for all materials

Adjustment of specular properties for all materials, adding highlights and reflected light

The final color for lighting parameters containing intensity (e.g., light.ambient, light.diffuse, haze.color, and others) is calculated using the formula:

result_color = color * intensity

The final brightness depends on the brightness of the color itself and the intensity parameter

Real-life brightness levels

ParameterLight IntensityDescription

candle

10

Imitation of candle light, creating a cozy atmosphere

cloud_at_night

0.00033

Dim lighting under a cloudy night sky

cloud_at_night (lit by moon)

0.0419

Cloudy night sky illuminated by the moon

frosted_bulb_60w

1200

Light from a 60-watt frosted bulb

monitor

3

Imitation of light from a monitor

moon_surface

30

Light mimicking the luminosity of the moon's surface

sky_cloudy

20

Light on a cloudy day

sky_day

60

Bright sunlight during the day

sky_night (lit by moon)

0.00085

Night light when illuminated by the moon

sky_night_dark

4e-006

Very dim night lighting

sky_night_noon

0.00124

Night lighting without additional light sources

sky_rise_skyline

0.0019

Dawn or dusk

star

0.00196

Light from a distant star

Tonemapper settings

Tonemapper settings should be the same across the entire project

If you need a specific frame appearance - use a LUT.

For understanding the operation of adaptation and HDR, it is very useful to enable the display of curves for HDR parameters using the console command v_hdrHistogramOn 1

Decoding Figure 1:

  • Red line - tonemapping curve (automatically calculated by the tonemapping formula and its parameters)

  • Yellow line - brightness value selected by auto exposure

  • Green lines - exposure_min, exposure_max

  • Blue lines - horizontal brightness readings

Objects for testing color

To test colors in game resources, there are 3 test entity located in the service folder of the Entity Editor [1]:

  • color_checker_gradient - for testing the display of monochrome gradients

  • color_checker_kodak - for testing brightness levels

  • color_checker - for testing the transmission of standard shades

Learn more about creating and configuring environment presets

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