PBR Neutral Tone Mapping
Notice
Available in: Matter module > sidebar's |
Principle
PBR Neutral Tone Mapping stabilizes tonal response and maintains color accuracy in a PBR stream, especially on reflective and emissive materials.
The PBR Neutral Tone Mapping ensures accurate material rendering that aligns with the requirements of physically based workflows. This post-processing improves the handling of lighting and color in complex 3D scenes while preserving physical realism. The PBR Neutral Tone Mapping post-processing is effective with high-contrast reflective materials, maintaining brightness while preserving color accuracy and realism.
In the use case video above, watch how reflections on the spheres, vehicle body, and ground behave with this post-processing toggled on.
When to use it?
High contrast scenes (reduced highlight clipping).
Rendering requiring colorimetric fidelity to the diffuse color of the material.
PBR renderings for Unity HDRP, Unreal, V-Ray, etc. (cross-engine consistency).
Calibration/OCIO/ACES requirements (neutral output ready for LUTs).
Creating and applying an effect
In the right sidebar of the Patchwork 3D interface, click the Libraries
tab and select Post-Processing Library
.Create a new post-processing from
under the Post-Processing box. See also: Post-Processing Library for more details.In the Post-Processing editor that opens, add the effect to the active post-processing by clicking New Effect
Select Tone Mapping, and then PBR Neutral Tone Mapping. See also: Post-Processing (Editor) for more details.Apply post-processing to the active camera.
You can activate the camera in edit mode from the Cameras
editor using the following procedure: Camera List.You can also not activate the camera in edit mode and Apply anyway the PBR Neutral Tone Mapping effect. However, the addition of post-treatments will not be saved in the database.
Check the rendering of highlights and reflective surfaces.
