Thanks for the answer, I’ll only use glow.
The issue is that I’d like to replicate the case mentioned, with the relative brightness of the black square midpoint in 4x4 relative to 9x9 (which is about factor 2 to 3 higher)
The measured luminances were:
- black screen 0,01 cd/m2
- 4x4 checkerboard black square midpoint: 0.82 cd/m2
- 9x9 checkerboard black square midpoint: 2.42 cd/m2
So if I do a color picker on the shader output for the 4x4 and 9x9 I would want to find a ratio of 1:3 in their respective black square midpoint, using RGB level as a proxy for luminance. Or if we would convert to gamma space a ratio of 1:2 would probably be more suitable.
However with current glow parameters at their max (30.0 and 15.0), otherwise you’ll not reach the midpoint in 4x4, the ratio is 1:5 or 1:6. Meaning the glow near white is too bright relative to the midpoint.
FOR EXAMPLE at desired shader setting for 4x4 midpoint color picker shows 8,8,8 , but then when I load 9x9 the midpoint is 50,50,50. So it always seems a factor of 1:5 to 1:6, whereas I would like a ratio of 1:2 or 1:3, to replicate the PVM19L5 measurements. Meaning for my example case the 9x9 balck square midpoint shoud be 2 to three time the 4x4 value so something between 16,16,16 and 24,24,24.
Is there anything that can be done to get the ratio for the 4x4 versus 9x9 midpoint lowered according to the above to a ratio if 1:2 to 1:3?
Edit: below I cut and pasted both relevant parts into one image.
Edit 2: maybe I should test with enlarged max values for radius and sigma? But I’d rather check with you first.