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EV compensation

PostPosted: Mon Dec 15, 2014 9:27 pm
by abstrax
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:
ev_compensation.orbx
(3.69 KiB) Downloaded 378 times


Again, just import the package and connect it with the exposure pin of the camera imager node:
ev_compensation.png


Happy rendering,
Marcus

Re: EV compensation

PostPosted: Tue Dec 16, 2014 9:50 am
by bepeg4d
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

Re: EV compensation

PostPosted: Wed Jan 28, 2015 7:03 am
by linvanchene
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


Very useful indeed. Thank you a lot for providing this option! :D

Since I am used to EV steps from photography fine tuning the exposure that way is very conveniant.

OR2.20 EV compensation.jpg


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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. :!: