Tone Mapping
Tone mapping is the process of converting the wide range of brightness in HDR images to a range that can be expressed on standard monitors. It acts as the Entry Point of the post-processing pipeline and determines the overall atmosphere of the scene.
1. ToneMappingManager
All settings are made through view.toneMappingManager. It is automatically included when a View3D is created, so no separate instance creation is necessary.
Default Settings
RedGPU adopts Khronos PBR Neutral, optimized for physically based rendering, as its default algorithm.
| Property | Default Value | Description |
|---|---|---|
mode | KHRONOS_PBR_NEUTRAL | Tone mapping algorithm (RedGPU.ToneMapping.TONE_MAPPING_MODE) |
exposure | 1.0 | Exposure value (brightness intensity) |
contrast | 1.0 | Brightness contrast (0.0 ~ 2.0) |
brightness | 0.0 | Brightness correction (-1.0 ~ 1.0) |
2. Changing Settings
2.1 Tone Mapping Mode (mode)
Select the algorithm according to the desired visual style. All constant values are defined in the RedGPU.ToneMapping.TONE_MAPPING_MODE object.
javascript
// Apply strong contrast and cinematic color like a movie
view.toneMappingManager.mode = RedGPU.ToneMapping.TONE_MAPPING_MODE.ACES_FILMIC_HILL;Available Mode Constants and Visual Differences:
| Mode (Constant) | Description | Comparison Image |
|---|---|---|
| LINEAR | Linear transformation without correction | ![]() |
| KHRONOS_PBR_NEUTRAL | Physically based standard (Default) | ![]() |
| ACES_FILMIC_HILL | Cinematic contrast (Hill version) | ![]() |
| ACES_FILMIC_NARKOWICZ | Cinematic contrast (Narkowicz version) | ![]() |
2.2 Adjusting Detailed Properties
javascript
const tm = view.toneMappingManager;
tm.exposure = 1.2; // Increase overall exposure
tm.contrast = 1.05; // Fine-tune brightness contrast
tm.brightness = 0.02; // Correct shadow brightnessKey Summary
- Tone mapping is managed with separate configuration (
ToneMappingManager) and execution (PostEffectManager). - It is executed at the very first stage of the post-processing pipeline.
- It is a core window for controlling exposure and contrast, determining the first impression of the scene.



