![]() ![]() ![]() There is a per-material material.toneMapped = false option. The workflow for your use-case doesn't exist yet, but that's not to say your use-case is not valid. I don't think there's broad use of tonemapping to be honest, but when people use it, I doubt they have a target color in mind. i wonder what's the common method that ppl use, but i always see these two together: sRGB and Filmic. There's a color picker in the sandbox, it just seems as if you cant have any vibrant color at all with a tone mapping that prevents blown out highlights. That sounds reasonable to me but I'm not confident saying it's best practice: in particular I wonder if it would exacerbate banding, and make dither more necessary, e.g. For webdev, where you need WebGL content to blend with the rest of the experience, you may want to alter three.js' input colors so you get better perceived dynamic range while matching colors to the CSS content. Presumably that's the basic process for a fullscreen game. If your workflow relies on Blender, where the default tonemapping is already Filmic, then you'll get consistent results with Filmic in three.js. I'm not sure what would be considered best practice, here, or if there is something we should change. Tone mapping, on the other hand, is often used to change a scenes "look" and "mood", and inherently does change colors. The sRGB→linear→sRGB conversion exists because the renderer operates on linear values it is not intended to change a scene's look, but to get the lighting math objectively correct for the specified colors. Yeah sorry, my reply on Discourse was probably incorrect.
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