The downside to clamping an image is that you lose those values and thus can't ever get them back downstream in your comp. The reason you may want to do this is that those values can produce some very strange results (the "multiply" logic op, for example, will do the opposite of what you expect and make an image brighter in any areas where the values are above 1). What clamping does is cut off all the values in the image below zero and above one. Bringing down the brightness will affect the sky visibly right away, but the sun will stay bright. If the image was floating point (either photographed as such or rendered as such-there's no changing it to 16 bit and getting miracles to happen) you could have the sky with a value of 1 and the sun with a value of 50. If you dial the exposure down on that 8-bit image in post all the whites come down together. The sun, for example is much brighter than the rest of the sky, but in a given 8-bit photograph the entire sky could be blown out white. In float 0 is black and 1 is white, but float allows for a massive amount of decimal places in between those two numbers.įurthermore (and relevant to clamping) float allows for sub-black and super-white values. flame masters and shot number versions.
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