HDR and Filters - Environment Editor part 4
Tutorial info  
Difficulty Intermediate
Updated July 16, 2020
Software
cryengine 5.6

In the fourth episode of our environment editor tutorial series, we cover the High Dynamic Range (HDR) tools and the Filters in depth. This tutorial release is accompanied by a free pack of environment presets demonstrating a wide range of looks as well as the terrain heightmaps used in the environment editor tutorial series. You can download these free assets from our marketplace here.

Topics covered:

  • 0:00 – Intro
  • 0:21 - HDR defined
  • 0:29 - Dynamic exposure in human visual perception
  • 1:46 - Link between auto exposure and field of view
  • 3:34 - Gamut and out of gamut tones
  • 3:57 - How HDR and tone mapping work
  • 4:12 - Seeing a game world without HDR
  • 5:40 - Balancing interior and exterior and exterior light levels 6:28 - Setting HDR eye adaptation mode
  • 7:13 - Setting overall exposure and color balance
  • 8:09 – Saturation
  • 8:36 - Simulating human low-light vision
  • 9:58 - Using color to create realistic night scenes
  • 10:31 - Using color to affect brightness perception
  • 10:58 - Color balance and tonal range
  • 11:26 - Saturation and tonal range
  • 11:42 - Color vs tonal contrast
  • 12:22 - EV auto compensation
  • 14:28 - EV Min and EV Max
  • 14:44 - EV (Exposure Value) defined
  • 15:14 - EV values found in the real world
  • 15:46 - How EV Min and Max affect exposure compensation
  • 17:05 - Seeing EV values with r_HDRDebug
  • 17:31 - HDR and diffuse light
  • 18:32 - Fine tuning HDR Min and Max
  • 19:52 - Tuning HDR to embrace contrast
  • 22:10 - Human sensitivity to tonal difference in dark vs. bright scenes
  • 23:09 - Using EV Min and Max for stylized looks
  • 25:15 - Understanding post-processing effects
  • 25:38 - Disabling exposure compensation
  • 25:52 - Film curve tone mapping
  • 26:03 - Understanding tone curves
  • 26:35 - Tone mapping settings: shoulder, midtones, toe
  • 28:30 - Film curve whitepoint
  • 28:50 - Using Film curve whitepoint to help night scenes
  • 30:07 - Tone mapping using shoulder and toe adjustments
  • 30:15 - Visualizing shoulder adjustments using a curve and histogram
  • 30:37 - Visualizing toe adjustments using a curve and histogram
  • 30:48 - Reducing contrast with an inverted S curve
  • 30:55 - Adding contrast with an S curve
  • 31:06 - Understanding toe, knee, and shoulder adjustments
  • 31:46 - Bloom effect
  • 32:08 - Grain effect
  • 32:27 - Photofilter color and density
  • 33:04 - Realism, vision, and creativity innovation

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