Hey there folks,
that's my first post here and it kinda is a bit of an urgent one, so here we go:
I'm currently working on a pretty interesting visualization project: a photographer took a photo of the rooftop of a building and my 3D model is gonna replace parts of this photo, while most of it remains as a background. To achieve that, I imported said photo as a Corona Bitmap (Environment mode: Screen), connected it to a CoronaTonemapControl, with the Exposure, Tone Mapping and LUT checkboxes unchecked and then connected it as an instance to the Direct visibility override and Reflections override.
To light up the scene I used a HDRI (Output: 1,75) and a very high Blur (2000), as the day the photo was taken on was kinda cloudy. The HDRI (imported as a Corona Bitmap) is also connected to a CoronaToneMapControl, again with all the checkboxes unchecked and finally instanced to Scene Environment > Single map slot.
(If that may be important, for the parts of the rooftop terrace I won't be changing I have a Shadow Catcher plane, with a CoronaShadowCatcher material applied, where the Backplate slot is connected to the same CoronaTonemapControl, which is also instanced in the Direct visibility and Reflections override.)
Generally it works great and I managed to Photomatch and build my geometry to very neatly fit into the photo surroundings. The Interactive Render preview looks exactly as I want my image to be. But there are some anomalies:
. Tone Mapping in the VFB kinda behaves funny: while Interactive Rendering, every value I change in the Tone Mapping (in the VFB) also applies to the background and the HDRI I use for lighting the scene, even though both have the CoronaTonemapControlTexmaps applied to them, where Exposure, Tone Mapping and LUT are unchecked. To undo that I have to go to one of said TexMaps and check, then uncheck the a random checkbox for the changes to only be applied to the 3d objects only and not to the image background and its light source...
Also, changing the Highlight compress to a higher value than 1,0 first applies to the whole image and after repeating the steps from above to make it apply only to the 3d geometry, the 3d geometry suddenly turns overexposed???
. Final Render and Interactive Render don't deliver the same results: while the image looks exactly as I want it to while Interactive Rendering, it becomes overexposed when I hit the (Final) Render button. What could the reason for that be?
Do you have any idea what the cause of all that may be?
Thank you a lot in advance!