Hi all,
Beppe asked yesterday how to calculate the exposure using some EV compensation like in a real camera. So I wrote a small Lua script graph. In case somebody finds it useful, you can get it here:
Again, just import the package and connect it with the exposure pin of the camera imager node:
Happy rendering,
Marcus
EV compensation
big thanks Marcus, you are a genius 
it works very well
the ability to save the scripted graph nodes in the LocalDB is fantastic, drag and drop and go, simply great
ciao beppe

it works very well

the ability to save the scripted graph nodes in the LocalDB is fantastic, drag and drop and go, simply great

ciao beppe
- linvanchene
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- Location: Switzerland
Very useful indeed. Thank you a lot for providing this option!abstrax wrote:Hi all,
Beppe asked yesterday how to calculate the exposure using some EV compensation like in a real camera. So I wrote a small Lua script graph. In case somebody finds it useful, you can get it here:
Again, just import the package and connect it with the exposure pin of the camera imager node:
Happy rendering,
Marcus

Since I am used to EV steps from photography fine tuning the exposure that way is very conveniant.
- - -
Side note:
Since some people miss the old school exposure settings for reasons that are totally beyond me,
Update/Edit:
I tried an explanation but removed it again to save you a long read that will just end up adding more confusion.
The short version may be:
Three slider yielded the illusion of more subtle control.
- - -
In any way the EV compensation script now offers a very useful way to finetune scenes.
Selecting "brigher" or "darker" to fine tune the brightness further in the needed direction is a much more intuitive option than trying random combinations of three sliders that in hindsight all seemed to be doing the same thing.

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FAQ: OctaneRender for DAZ Studio - FAQ link collection
FAQ: OctaneRender for DAZ Studio - FAQ link collection