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Black is not black anymore? #6
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Ah, quantization, what hast thou done? Yeah, it would probably be a good idea to special-case that. Thanks for noticing and finding the cause! |
I wonder if this could be related to the same issue I noticed a while ago and mentioned on Mastodon: https://mastodon.gamedev.place/@froyok/109921004547221001 |
Commenting again on this, I decided to "fix" it (well, more like compensate) in a quick and dirty way. The minimum value is 0.00014 in the LUT and the maximum 0.99805, so it's not a perfect 0-1 range, therefor I scaled the color result after the LUT is applied. Which look something like this:
Which that you get back true blacks. Haven't noticed change with highlights/pure white pixels (but that's harder to distinguish anyway). [EDIT] Okay scratch that, this stupid fix introduces other issues (some clipping notably). So I advise against it. |
There is a black patch of screen that clipped through a solid sphere, where no light goes in, therefore it should be pitch black. The tonemapper seems to skew the blacks towards dark-gray, losing effective LDR range a bit and removing contrast from the image. After inspecting LUT in renderdoc, I've noticed that the pixel at (0, 0, 0) is not actually black, but has a value 0.00014.
LUT:

With tonemapper:

Without tonemapper:

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