![]() ![]() So when we flip the various output transforms listed in the color management panel, we are changing the display output transform, and not, in fact, changing the underlying scene referred data at all. On the left then, are the internal scene referred values, and on the right we see the display referred transformation. The values to the left of the CM information show the internal model, and the values to the right show the values after the CM transformation. If we use the swatch to measure the values on the cube, we can see that the values in the information bar that show up extend well off into the crazy zone. But in the internal model, nothing is further from the truth. If you take a default cube and render it in Cycles with 30 point lights in close, the rendered output window might look odd and show the cube as blown out white. Blender and Cycles and Scene Referred Models our values go from 0 all the way up to whatever our highest and brightest value is. Just ratios of light from zero to infinity. If you use a spot meter and measure a point in your frame at 100 units, something in the frame that is twice as illuminated will read 200 units. ![]() In the physical world, light is a strictly linear phenomenon. If we explode what we think we know about imaging, we can probably get a good handle on what HDR is, it becomes clear why Cycles renders its data in accordance with scene referred models. TL DR If you select Cycles as the default renderer, and save as an EXR, your saved file will already be high dynamic range. In fact, the entire Blender architecture leans this way, it is just that many learning artists are unaware of the division between a scene referred and display referred working model. The answer is that Blender is already scene-referred enabled by default. ![]() I'll post a new answer here because it seems that there is a good deal of confusion, and editing the existing accepted answer isn't the most optimal way to deal with this. ![]()
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