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@@ -7,7 +7,166 @@ and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0
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## [Unreleased]
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## [1.1.8] - 2025-10-02
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### Changed
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- **⚙️ Default exposure_adjust changed to 0.0** - No additional exposure adjustment by default
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- Previous default: 1.0 (+1 stop brighter)
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- New default: 0.0 (use automatic brightness compensation only)
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- Applies to both 3-stop and 5-stop processors
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- Users can still adjust manually if needed (+/- 5 stops range)
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## [1.1.7] - 2025-10-02
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### Changed
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- **🎨 Improved highlight/shadow mask generation** - Smoother, more gradual transitions
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- **Wider threshold ranges**: Highlight masks start earlier (0.6 vs 0.7), cover more area
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- **21×21 Gaussian smoothing**: Applied to all masks with sigma=7.0 for very gradual feathering
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- **No image blurring**: Smooths the blending masks, not the image itself
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- **Eliminates sharp cutoffs**: Gradual transitions prevent visible blend boundaries
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- **Consistent across highlights and shadows**: Both use improved mask generation
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### Removed
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- **Removed HDR region post-processing blur** - Caused unwanted image blurring
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### Technical Details
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- Masks now use both wider Hermite interpolation ranges AND Gaussian smoothing
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- 21×21 kernel with sigma=7.0 creates very soft feathering (14 pixel transition zone)
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- Affects blending behavior, not final image sharpness
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## [1.1.6] - 2025-10-02
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### Changed
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- **🎨 HDR highlight post-processing** - Direct smoothing of HDR regions for grain reduction
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- **Selective Gaussian blur**: Only affects pixels with values > 1.0 (HDR highlights)
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- **9×9 kernel with sigma=2.0**: Effective grain reduction without over-blurring
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- **Smooth transition mask**: 15×15 Gaussian feathering prevents hard edges between smoothed/unsmoothed regions
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- **Preserves displayable range**: 0-1 values remain untouched (sharp EV0 base preserved)
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- **Fixes**: Directly smooths the final HDR values that appear grainy when exposed down in Nuke
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### Technical Details
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- Post-processing applied after detail injection (more effective than pre-filtering sources)
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- Mask-based selective blending prevents affecting non-HDR regions
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- Addresses grain created during injection process, not just source noise
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## [1.1.5] - 2025-10-02
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### Added
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- **🎨 Bilateral filtering for grain reduction** - Smoother highlight details in Nuke/Resolve
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- **Highlights (EV-2)**: 5x5 bilateral filter (sigmaColor=0.1, sigmaSpace=5)
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- **Extreme highlights (EV-4)**: 7x7 bilateral filter (sigmaColor=0.15, sigmaSpace=7) - stronger smoothing
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- **Shadows (EV+2/EV+4)**: 3x3 bilateral filter (sigmaColor=0.05, sigmaSpace=3) - light smoothing
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- **Edge-preserving smoothing**: Reduces AI-generated grain without losing important detail
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- **Fixes**: Highlights no longer appear grainy/sharp when exposed down in Nuke
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### Technical Details
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- Bilateral filtering applied to detail sources before injection
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- Preserves edges and important detail while removing noise
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- Stronger filtering for more underexposed images (more grain)
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- Maintains HDR range and color accuracy
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## [1.1.4] - 2025-10-02
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### Fixed
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- **🔆 Improved brightness compensation algorithm** - Better histogram distribution
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- **Now uses median-based scaling** for very dark images (median < 0.05)
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- **Uses mean-based scaling** for normal brightness images
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- **More permissive adjustment range**: 0.3x to 8.0x (was 0.5x to 4.0x)
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- **Better handling of shadow-heavy images** - prevents histogram crush to left
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- **Fixes**: Histogram no longer compressed to shadows, better tonal distribution
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## [1.1.3] - 2025-10-02
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### Changed
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- **🎨 Detail Injection is now the DEFAULT algorithm** - Best results for AI-generated images
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- **Simplified output: Linear HDR only** - Removed sRGB display option
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- Always outputs true linear HDR (perfect for EXR export)
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- Linear data is correct format for professional color grading
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- Preview may look contrasty in ComfyUI (this is expected and correct)
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- **Algorithm order updated**: detail_injection listed first in dropdown menu
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### Removed
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- **Removed `output_colorspace` parameter** - Streamlined interface, always linear HDR output
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## [1.1.2] - 2025-10-02
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### Added
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- **🎨 Output Colorspace Selection** - New parameter for all HDR processors
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- **`srgb_display` (NEW DEFAULT)**: Tone-mapped output with Reinhard operator for natural preview in ComfyUI
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- **`linear_hdr`**: True linear HDR output for EXR export (may look contrasty in preview)
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- **Applies to all algorithms** - Consistent colorspace handling across radiance_fusion, detail_injection, etc.
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- **Smart tone mapping**: Reinhard operator compresses HDR values >1.0 into displayable range
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- **Preserves workflow flexibility**: Use sRGB for preview, linear for final EXR export
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### Changed
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- **Default output is now `srgb_display`** - Better out-of-box experience for ComfyUI users
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- **Linear output properly documented** - Clear warnings that linear HDR looks contrasty in preview
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## [1.1.1] - 2025-10-02
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### Fixed
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- **🚨 CRITICAL: Fixed inverted exposure adjustment formula** - Exposure adjustment was backwards!
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- **Bug**: `+1.0` stop was darkening (0.5x) instead of brightening (2.0x)
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- **Fix**: Removed negative sign from formula: `2^exposure_adjust` (was `2^(-exposure_adjust)`)
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- **Impact**: All exposure adjustments now work correctly (positive = brighter, negative = darker)
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- **🔆 Fixed Detail Injection producing dark images** - Added automatic brightness compensation
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- **Issue**: Output had mean 0.13 instead of target 0.18 (18% middle gray standard)
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- **Solution**: Automatic brightness scaling targets 0.18 mean for proper exposure
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- **Uses percentile-based mean** (middle 80%) for robustness against outliers
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- **Clamped to 0.5x-4.0x range** to prevent over-correction
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- **Preserves HDR values proportionally** while normalizing overall brightness
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## [1.1.0] - 2025-10-02
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### Added
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||||
- **🎨 Detail Injection Algorithm** - Revolutionary AI-aware HDR processing for AI-generated exposure stacks
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- **Automatic gamma analysis** - Detects sRGB gamma encoding (2.2) in AI-generated images
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||||
- **Proper sRGB to linear conversion** - Accurate color space transformation for HDR processing
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- **Intelligent highlight detail injection**:
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- Maps EV-2 (underexposed) detail into 1.0-2.0 HDR range for moderate highlights
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- Maps EV-4 (very underexposed) detail into 2.0-4.0 HDR range for extreme highlights
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- **Intelligent shadow detail injection**:
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- Recovers shadow detail from EV+2 (overexposed) for moderate shadows
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- Recovers deep shadow detail from EV+4 (very overexposed) for extreme shadows
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- **Hermite interpolation** - Smooth S-curve blending prevents harsh transitions
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- **Color preservation** - Maintains hue and color ratios using luminance-based scaling
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- **EV0 as base** - Preserves natural appearance while extending dynamic range
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||||
- **Perfect for AI workflows** - Handles non-photometric AI-generated exposure stacks
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- **Comprehensive logging** - Detailed step-by-step processing information
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- **Supports both 3-stop and 5-stop processing** - Works with any exposure stack size
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|
||||
### Added
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||||
- **🆕 Latent Stack Processor (5 Stops)** - New node for averaging latent representations from 5 different exposures
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- **👑 Ultimate Quality-Aware Blending (NEW DEFAULT!)** - Merges Laplacian pyramid + enhanced quality metrics!
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||||
- **Combines the best of both technologies** - multi-scale decomposition + sophisticated quality analysis
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- **4-level Laplacian pyramid decomposition** - separates frequency bands for optimal blending
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- **Adaptive quality power per frequency level**:
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- Level 0 (finest details): Power = 3.8x (very selective for edges like tree leaves)
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- Level 1 (fine details): Power = 2.8x (highly selective)
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- Level 2 (medium details): Power = 2.1x (selective)
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- Level 3+ (coarse/smooth): Power = 1.7x (balanced for smooth areas)
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- **Enhanced quality metrics with edge emphasis**:
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- Contrast: 60% weight (edges/details prioritized)
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- Saturation: 25% weight (color richness)
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- Exposedness: 15% weight (well-exposed regions)
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- **Completely eliminates ALL ghosting artifacts** - tree leaves perfectly sharp!
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- **Seamless smooth area blending** - sky remains perfectly smooth
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- **Professional production-ready results** matching top HDR software!
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- **⭐ Variance-Adaptive Blending** - Alternative approach with spatial smoothing
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- Analyzes local variance across latents to detect problem areas
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||||
- 7x7 spatial smoothing prevents checkerboard patterns
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||||
- Adaptive per-pixel weighting based on variance analysis
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||||
- **🎯 Six Professional Blend Modes** - Complete arsenal of blending strategies:
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- `quality_aware`: Multi-scale pyramid + enhanced quality (NEW DEFAULT!) 👑
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- `variance_adaptive`: Spatial smoothing with variance analysis
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||||
- `weighted_center`: Simple center-biased weighting
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- `strong_center`: Maximum noise reduction approach
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- `median_blend`: Outlier rejection for robustness
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- `simple_average`: Equal weights for maximum range
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- **Detail Preservation Control** - New parameter (0.0-1.0) controls quality distinction sharpness (quality_aware) or artifact reduction strength (variance_adaptive)
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- **Center Bias Control** - Adjustable weighting (0.0-0.8) to balance noise vs dynamic range
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- **Fast latent processing** - Works with latent space instead of image space
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- **Direct latent manipulation** - Processes before VAE decode for efficiency
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- **NEW: Natural Blend Algorithm** - Now default! Preserves exact EV0 appearance with enhanced dynamic range
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- **Smart luminance masking** - Seamless highlight and shadow detail recovery
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@@ -1,32 +1,50 @@
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# Luminance Stack Processor - ComfyUI Custom Nodes
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[](https://github.com/sumitchatterjee13/Luminance-Stack-Processor)
|
||||
[](https://github.com/sumitchatterjee13/Luminance-Stack-Processor)
|
||||
[](https://python.org)
|
||||
[](https://github.com/sumitchatterjee13/Luminance-Stack-Processor/blob/main/LICENSE)
|
||||
[](https://github.com/comfyanonymous/ComfyUI)
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[](https://github.com/sumitchatterjee13/Luminance-Stack-Processor)
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|
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Professional HDR (High Dynamic Range) processing nodes for ComfyUI featuring our **Radiance Fusion Algorithm** - a custom HDR processing method that delivers enhanced results through Nuke-inspired mathematical operations.
|
||||
HDR (High Dynamic Range) processing nodes for ComfyUI featuring **Detail Injection** algorithm (default) and **Radiance Fusion Algorithm** - custom HDR processing methods that work well for both AI-generated and real-world images.
|
||||
|
||||
**Version: 1.0.5** | **Release Date: 2025-01-21**
|
||||
**Version: 1.1.8** | **Release Date: 2025-10-02**
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|
||||
## 🎯 Features
|
||||
|
||||
- **🚀 RADIANCE FUSION ALGORITHM**: Our custom HDR algorithm developed in-house
|
||||
- **Nuke-Inspired Mathematics**: Based on professional VFX pipeline operations (plus/average)
|
||||
- **Enhanced HDR Preservation**: Maintains excellent dynamic range with natural appearance
|
||||
- **Improved Results**: Provides quality improvements over traditional methods
|
||||
- **Professional VFX Quality**: Suitable for film, TV, and visual effects work
|
||||
- **🎨 DETAIL INJECTION ALGORITHM** *(DEFAULT since v1.1.3)*: AI-aware HDR processing
|
||||
- **Good for AI-Generated Images**: Designed for AI exposure stacks
|
||||
- **Default algorithm**: Provides good results out-of-the-box
|
||||
- **Automatic Gamma Detection**: Analyzes and corrects sRGB gamma 2.2 encoding
|
||||
- **Proper Linear Conversion**: Accurate sRGB to linear space transformation
|
||||
- **Intelligent Highlight Recovery**: Maps underexposed image detail into >1.0 HDR range
|
||||
- **Smart Shadow Recovery**: Injects overexposed detail into dark shadow regions
|
||||
- **Automatic Brightness Compensation**: Targets professional 18% gray standard
|
||||
- **Color Preservation**: Maintains hue using luminance-based scaling
|
||||
- **Hermite Interpolation**: Smooth blending prevents harsh transitions
|
||||
- **EV0 Base Preservation**: Keeps natural appearance while extending dynamic range
|
||||
- **Linear HDR Output**: True HDR values for professional EXR export
|
||||
- **🚀 RADIANCE FUSION ALGORITHM**: Custom HDR algorithm
|
||||
- **Nuke-Inspired Mathematics**: Based on VFX pipeline operations (plus/average)
|
||||
- **HDR Preservation**: Maintains good dynamic range with natural appearance
|
||||
- **Alternative Results**: Provides different approach compared to traditional methods
|
||||
- **For VFX Work**: Suitable for compositing workflows
|
||||
- **🆕 TRUE 32-bit EXR Export**: Professional bit-depth control with imageio integration
|
||||
- **🚨 TRUE HDR Values Above 1.0**: Proper HDR data preservation without normalization
|
||||
- **🔬 DEBEVEC WITH ADAPTIVE CALIBRATION** *(Experimental)*:
|
||||
- **AI-Aware Calibration**: Analyzes and corrects exposure relationships for AI-generated images
|
||||
- **Physically-Based Recovery**: True linear radiance output
|
||||
- **Anti-Banding Filtering**: Subtle bilateral filtering reduces quantization artifacts
|
||||
- **Exposure Compensation**: Built-in -8 stop default for proper viewing in Nuke/Resolve
|
||||
- **For VFX Work**: Scene-referred linear data for compositing workflows
|
||||
- **Legacy HDR Algorithms** *(Work in Progress)*:
|
||||
- **Robertson**: Alternative HDR method with adaptive calibration *(experimental)*
|
||||
- **Natural Blend**: EV0 appearance preservation *(under refinement)*
|
||||
- **Mertens**: Exposure fusion method *(being optimized)*
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- **Debevec**: Traditional HDR recovery *(legacy support)*
|
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- **Robertson**: Alternative HDR method *(legacy support)*
|
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- **Three Custom Nodes**:
|
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- **3-Stop Processor**: Merges EV+2, EV+0, EV-2 exposures
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||||
- **5-Stop Processor**: Merges EV+4, EV+2, EV+0, EV-2, EV-4 exposures
|
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- **Four Custom Nodes**:
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- **3-Stop Processor**: Merges EV+2, EV+0, EV-2 exposures (Image space)
|
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- **5-Stop Processor**: Merges EV+4, EV+2, EV+0, EV-2, EV-4 exposures (Image space)
|
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- **🆕 Latent Stack Processor**: Fast latent-space averaging for 5 exposures (Latent space)
|
||||
- **HDR Export**: Saves EXR files with preserved HDR data
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- **ComfyUI-Style Interface**: Filename and path inputs like built-in save nodes
|
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- **HDR Verification**: Automatic checking that HDR data is preserved in exports
|
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@@ -35,7 +53,7 @@ Professional HDR (High Dynamic Range) processing nodes for ComfyUI featuring our
|
||||
|
||||
### HDR Processing Comparison
|
||||
|
||||
See the dramatic difference our Radiance Fusion Algorithm makes in preserving detail across exposure ranges:
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See the difference the Radiance Fusion Algorithm makes in preserving detail across exposure ranges:
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|
||||
#### Indoor Lighting Comparison
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@@ -49,7 +67,204 @@ See the dramatic difference our Radiance Fusion Algorithm makes in preserving de
|
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|
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*Demonstration of reduced highlight clamping - preserving bright details that would normally be lost*
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|
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These comparison strips demonstrate how our HDR processing maintains detail in both highlights and shadows that would be lost in single-exposure captures.
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These comparison strips demonstrate how my HDR processing maintains detail in both highlights and shadows that would be lost in single-exposure captures.
|
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|
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## 📖 Algorithm Explanation
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|
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### 🎨 Detail Injection Algorithm (Default)
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**What makes Detail Injection different?**
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Unlike traditional HDR algorithms (Debevec, Robertson) that assume photometric relationships between exposures, **Detail Injection** is designed for **AI-generated exposure stacks** where images don't follow real-world physics.
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|
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#### **The Problem It Solves:**
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||||
|
||||
AI-generated images simulate different exposures but don't have true photometric relationships:
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- Traditional HDR: `radiance_ev-2 = radiance_ev0 × 4` (physics-based)
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- AI-generated: Each exposure is **independently created** (no physics relationship)
|
||||
|
||||
#### **How Detail Injection Works:**
|
||||
|
||||
**Step 1: sRGB to Linear Conversion**
|
||||
- Detects sRGB gamma 2.2 encoding in AI images
|
||||
- Converts to linear light space using proper sRGB curve
|
||||
- Essential for physically accurate HDR calculations
|
||||
|
||||
**Step 2: Highlight Detail Injection** ✨
|
||||
- **Problem**: EV0 highlights are clipped (pure white = 1.0)
|
||||
- **Solution**: Use detail from underexposed images (EV-2, EV-4)
|
||||
- **EV-2 detail → 1.0-2.0 HDR range** (moderate highlights)
|
||||
- **EV-4 detail → 2.0-4.0 HDR range** (extreme highlights)
|
||||
- Result: Bright areas have **recoverable detail** when you expose down in Nuke/Resolve
|
||||
|
||||
**Step 3: Shadow Detail Injection** 🌑
|
||||
- **Problem**: EV0 shadows are crushed (pure black = 0.0)
|
||||
- **Solution**: Use detail from overexposed images (EV+2, EV+4)
|
||||
- **EV+2 detail → shadow recovery** (moderate shadows)
|
||||
- **EV+4 detail → deep shadow recovery** (extreme shadows)
|
||||
- Result: Dark areas have **liftable detail** when you brighten in post
|
||||
|
||||
**Step 4: Automatic Brightness Compensation** 🎚️
|
||||
- Analyzes median/mean values
|
||||
- Targets **0.18 (18% gray)** - professional standard
|
||||
- Helps with proper exposure without manual adjustment
|
||||
- Uses 0.3x-8.0x range for correction capability
|
||||
|
||||
**Step 5: Smooth Mask Transitions** 🎭
|
||||
- Hermite interpolation for S-curve blending
|
||||
- 21×21 Gaussian smoothing on masks (not image!)
|
||||
- Gradual feathering over wide tonal ranges
|
||||
- Helps reduce visible blend boundaries
|
||||
|
||||
#### **Why Use Detail Injection?**
|
||||
|
||||
✅ **For AI-Generated HDR Stacks**: Works with Flux, SD, MJ exposure variations
|
||||
✅ **Natural EV0 Base**: Looks correct at middle exposure
|
||||
✅ **True HDR Range**: Values >1.0 for color grading workflows
|
||||
✅ **Automatic Exposure**: Helps with brightness adjustment
|
||||
✅ **Smooth Blending**: Reduces harsh transitions and artifacts
|
||||
✅ **Color Accuracy**: Maintains hue using luminance-based scaling
|
||||
|
||||
#### **When to Use Other Algorithms?**
|
||||
|
||||
- **Debevec with Adaptive Calibration**: For VFX compositing with scene-referred linear data (AI or real exposures)
|
||||
- **Radiance Fusion**: When you want Nuke-style plus/average operations with display-ready output
|
||||
- **Robertson with Adaptive Calibration**: Alternative to Debevec for VFX work
|
||||
- **Mertens**: For quick preview/display-ready fusion without HDR math
|
||||
- **Natural Blend**: When you want to preserve exact EV0 appearance
|
||||
|
||||
---
|
||||
|
||||
### 🔬 Debevec with Adaptive Calibration (NEW!)
|
||||
|
||||
**Adaptive approach to HDR recovery for AI-generated images!**
|
||||
|
||||
Traditional Debevec algorithm assumes **photometric consistency** - that brightness relationships follow physics:
|
||||
```
|
||||
EV+2 image = 4x brighter than EV0
|
||||
EV-2 image = 4x darker than EV0
|
||||
```
|
||||
|
||||
But **AI-generated images don't follow these rules!** Each exposure is independently created, leading to incorrect HDR reconstruction.
|
||||
|
||||
#### **My Solution: Adaptive Exposure Calibration**
|
||||
|
||||
I've developed a calibration system that **analyzes and corrects** the exposure relationships:
|
||||
|
||||
**Step 1: Analyze Actual Brightness Relationships**
|
||||
```python
|
||||
# For each AI-generated bracket:
|
||||
1. Work in sRGB space (matching Debevec's input - NO linear conversion)
|
||||
2. Compare actual brightness vs EV0 reference
|
||||
3. Compute brightness ratios in well-exposed regions (0.2-0.8 luminance)
|
||||
4. Use median filtering to reject outliers
|
||||
```
|
||||
|
||||
**Step 2: Compute Corrected Exposure Times**
|
||||
```python
|
||||
# Example: EV+4 image
|
||||
Nominal time: 0.267s (16x longer than EV0 - what physics says)
|
||||
sRGB ratio: 2.064x (AI made it 2.064x brighter in sRGB space)
|
||||
Time ratio: 4.924x (apply ^1.8 power for AI gamma)
|
||||
Calibrated: 0.082s (corrected time that matches AI's behavior)
|
||||
|
||||
# The calibration tells Debevec:
|
||||
# "This bright image had a SHORTER exposure than expected"
|
||||
# So Debevec correctly interprets the scene radiance
|
||||
```
|
||||
|
||||
**Step 3: Apply Debevec with Corrected Times**
|
||||
```python
|
||||
# Debevec now works correctly because:
|
||||
- Exposure times match actual brightness relationships
|
||||
- Camera response function accurately recovered
|
||||
- Linear radiance correctly reconstructed
|
||||
- No inverted tonality or broken highlights!
|
||||
```
|
||||
|
||||
**Step 4: Anti-Banding Filter (Optional)**
|
||||
```python
|
||||
# Subtle bilateral filtering:
|
||||
- Reduces 8-bit quantization banding
|
||||
- Preserves edges (edge-aware filter)
|
||||
- Maintains HDR peaks (80%/20% blend)
|
||||
- Smooth gradients without blur
|
||||
```
|
||||
|
||||
**Step 5: Exposure Compensation**
|
||||
```python
|
||||
# Default -8 stops (1/256 scale)
|
||||
- Brings output to proper viewing levels
|
||||
- Maintains relative dynamic range
|
||||
- Ready for Nuke/Resolve without manual adjustment
|
||||
```
|
||||
|
||||
#### **Technical Details**
|
||||
|
||||
**Calibration Algorithm:**
|
||||
- **Reference anchor**: EV0 defines absolute scale
|
||||
- **sRGB-space analysis**: Works in sRGB space (matching Debevec's input)
|
||||
- **AI-tuned gamma**: Applies ^1.8 power (gentler than theoretical ^2.2)
|
||||
- **Robust statistics**: Median ratios in 0.2-0.8 luminance range
|
||||
- **Preserves ratios**: Only corrects relative relationships, not overall scale
|
||||
- **Logging**: Detailed calibration report in console
|
||||
|
||||
**Why It Works:**
|
||||
- Debevec's algorithm has 2 steps: estimate camera response, recover radiance
|
||||
- AI's "broken" exposure relationships = weird camera response curve
|
||||
- By adjusting exposure times, this approach tells Debevec about this "weird camera"
|
||||
- Debevec adapts and correctly recovers the scene's linear radiance!
|
||||
|
||||
**When to Use Debevec:**
|
||||
- ✅ **VFX compositing in Nuke/After Effects** - Scene-referred linear data
|
||||
- ✅ **Color grading workflows** - Maximum flexibility for post-processing
|
||||
- ✅ **AI-generated brackets** - Adaptive calibration helps with non-physical exposures
|
||||
- ✅ **Real camera exposures** - Works for traditional bracketing too
|
||||
- ✅ **When you need physically-based radiance** - Linear radiance values
|
||||
|
||||
**Parameters:**
|
||||
- `auto_calibrate`: Enable/disable adaptive calibration (default: True)
|
||||
- `debevec_exposure_comp`: Exposure compensation in stops (default: -8.0)
|
||||
- `debevec_anti_banding`: Enable subtle filtering (default: True)
|
||||
|
||||
**Example Log Output:**
|
||||
```
|
||||
============================================================
|
||||
ADAPTIVE EXPOSURE CALIBRATION (sRGB SPACE)
|
||||
Analyzing AI-generated brackets as Debevec sees them
|
||||
============================================================
|
||||
Reference image (EV0): Index 2, Nominal time: 0.016667s
|
||||
Working in sRGB space (matching Debevec's input)
|
||||
|
||||
Calibrating Image 0 (EV+4):
|
||||
Valid pixels: 826228
|
||||
sRGB brightness ratio: 2.064
|
||||
Exposure time ratio (^1.8): 4.924
|
||||
Expected time ratio: 16.000
|
||||
Nominal time: 0.266667s → Calibrated time: 0.082071s
|
||||
Adjustment factor: 0.308x
|
||||
|
||||
[... calibration for other images ...]
|
||||
|
||||
Debevec raw output: [0.010, 116377.52]
|
||||
Applied anti-banding filter...
|
||||
Applied exposure compensation: -8.0 stops (factor: 0.003906x)
|
||||
Debevec compensated output: [0.00004, 454.60]
|
||||
```
|
||||
|
||||
**Result:** HDR recovery from AI-generated brackets with adaptive calibration.
|
||||
|
||||
---
|
||||
|
||||
### 🚀 Radiance Fusion Algorithm
|
||||
|
||||
Nuke-inspired HDR blending using mathematical operations:
|
||||
- **Plus operation**: Adds all outer exposures
|
||||
- **Average operation**: Balances with center exposure
|
||||
- **HDR preservation**: Maintains good dynamic range
|
||||
- **Good for**: VFX workflows familiar with Nuke-style operations
|
||||
|
||||
---
|
||||
|
||||
## 📋 Requirements
|
||||
|
||||
@@ -98,26 +313,26 @@ These comparison strips demonstrate how our HDR processing maintains detail in b
|
||||
|
||||
## 📁 ComfyUI Workflow
|
||||
|
||||
A complete example workflow for ComfyUI is provided in the `/workflow` directory. This demonstrates a good setup for HDR processing using our Radiance Fusion algorithm.
|
||||
A complete example workflow for ComfyUI is provided in the `/workflow` directory. This demonstrates a good setup for HDR processing using my Radiance Fusion algorithm.
|
||||
|
||||
### Example Workflow Setup
|
||||

|
||||
*Complete ComfyUI workflow showing proper HDR processing setup with our custom nodes*
|
||||
*Complete ComfyUI workflow showing proper HDR processing setup with my custom nodes*
|
||||
|
||||
## 🎨 AI-Generated HDR from Single Images
|
||||
|
||||
We've developed a complete workflow for creating HDR images from a single source image using **FLUX.1 Kontext exposure control LoRAs**:
|
||||
I've developed a complete workflow for creating HDR images from a single source image using **FLUX.1 Kontext exposure control LoRAs**:
|
||||
|
||||
### 🚀 **The Complete Pipeline:**
|
||||
|
||||
1. **Start with any image** - Generated from any model or captured photo
|
||||
2. **Generate exposure variants** - Use our trained LoRAs to create EV-4, EV-2, EV0, EV+2, EV+4 versions
|
||||
3. **Process with Radiance Fusion** - Feed the synthetic exposures into our HDR nodes
|
||||
2. **Generate exposure variants** - Use my trained LoRAs to create EV-4, EV-2, EV0, EV+2, EV+4 versions
|
||||
3. **Process with Radiance Fusion** - Feed the synthetic exposures into my HDR nodes
|
||||
4. **Get professional HDR** - Output true 32-bit HDR images with enhanced dynamic range
|
||||
|
||||
### 📦 **Exposure Control LoRAs:**
|
||||
|
||||
Our custom-trained LoRAs for **FLUX.1 Kontext (dev)** can generate different exposure levels from a single image:
|
||||
My custom-trained LoRAs for **FLUX.1 Kontext (dev)** can generate different exposure levels from a single image:
|
||||
|
||||
- **Available LoRAs**: `ev-4`, `ev-2`, `ev+2`, `ev+4` (with corresponding trigger words)
|
||||
- **Easy to use**: Simply add the trigger word and adjust LoRA weight
|
||||
@@ -128,7 +343,7 @@ Our custom-trained LoRAs for **FLUX.1 Kontext (dev)** can generate different exp
|
||||
|
||||
- ✅ **Single image input** - No need for multiple captures or bracketing
|
||||
- ✅ **AI-generated exposures** - Perfect synthetic exposure variants
|
||||
- ✅ **Professional HDR output** - True HDR with our Radiance Fusion processing
|
||||
- ✅ **Professional HDR output** - True HDR with my Radiance Fusion processing
|
||||
- ✅ **Complete automation** - Generate and process in one workflow
|
||||
- ✅ **Creative freedom** - Work with any generated or captured image
|
||||
|
||||
@@ -162,7 +377,7 @@ Perfect for standard HDR bracketing with 3 exposures:
|
||||
- `ev_minus_2`: Underexposed image (-2 EV)
|
||||
- `exposure_step`: (Optional) EV step size (default: 2.0)
|
||||
- `exposure_adjust`: (Optional) Nuke-style exposure compensation in stops (default: 1.0)
|
||||
- `hdr_algorithm`: Choose **"radiance_fusion"** (default - *our custom algorithm*), "natural_blend", "mertens", "debevec", "robertson"
|
||||
- `hdr_algorithm`: Choose **"radiance_fusion"** (default - *my custom algorithm*), "natural_blend", "mertens", "debevec", "robertson"
|
||||
|
||||
**Output:**
|
||||
- `hdr_image`: HDR tensor with values potentially above 1.0
|
||||
@@ -191,17 +406,118 @@ For extended dynamic range with 5 exposures:
|
||||
- `ev_minus_4`: Underexposed image (-4 EV)
|
||||
- `exposure_step`: (Optional) EV step size (default: 2.0)
|
||||
- `exposure_adjust`: (Optional) Nuke-style exposure compensation in stops (default: 1.0)
|
||||
- `hdr_algorithm`: Choose **"radiance_fusion"** (default - *our custom algorithm*), "natural_blend", "mertens", "debevec", "robertson"
|
||||
- `hdr_algorithm`: Choose **"radiance_fusion"** (default - *my custom algorithm*), "natural_blend", "mertens", "debevec", "robertson"
|
||||
|
||||
**Output:**
|
||||
- `hdr_image`: HDR tensor with values potentially above 1.0
|
||||
|
||||
### 🆕 Latent Stack Processor (5 Stops)
|
||||
|
||||
**NEW!** Fast latent-space processing with **noise reduction**:
|
||||
|
||||
**What it does:**
|
||||
- Performs weighted averaging of latent representations with multiple blend modes
|
||||
- Works directly in latent space (before VAE decode)
|
||||
- Faster than image-space processing
|
||||
- **Built-in noise reduction** through smart blending strategies
|
||||
- Ideal for diffusion model workflows
|
||||
|
||||
**Inputs:**
|
||||
- `latent_1`: First exposure latent (e.g., EV+4)
|
||||
- `latent_2`: Second exposure latent (e.g., EV+2)
|
||||
- `latent_3`: Third exposure latent (e.g., EV0 - center exposure)
|
||||
- `latent_4`: Fourth exposure latent (e.g., EV-2)
|
||||
- `latent_5`: Fifth exposure latent (e.g., EV-4)
|
||||
- `blend_mode`: (Optional) Blending strategy - see below
|
||||
- `center_bias`: (Optional) 0.0-0.8, how much to favor center exposure (default: 0.4)
|
||||
|
||||
**Output:**
|
||||
- `merged_latent`: Intelligently blended latent that can be decoded with VAE
|
||||
|
||||
**🎯 Blend Modes (Noise & Artifact Reduction Strategies):**
|
||||
|
||||
1. **`quality_aware`** 👑🏆 (Default)
|
||||
- **Multi-scale Laplacian pyramid + enhanced quality metrics** - combines frequency decomposition with quality analysis
|
||||
- **4-level pyramid decomposition** - separates fine details from smooth areas
|
||||
- **Adaptive per-frequency blending**:
|
||||
- Level 0 (finest details/tree leaves): Very selective (power = 3.8x with default settings)
|
||||
- Level 1 (fine details): Highly selective (power = 2.8x)
|
||||
- Level 2 (medium details): Selective (power = 2.1x)
|
||||
- Level 3+ (coarse/smooth areas): Balanced (power = 1.7x)
|
||||
- **Enhanced quality metrics with edge emphasis**:
|
||||
- Contrast: 60% weight (edges/details prioritized)
|
||||
- Saturation: 25% weight (color richness)
|
||||
- Exposedness: 15% weight (well-exposed regions)
|
||||
- **Result:** Tree leaves sharp, sky smooth, reduced artifacts!
|
||||
- **Use when:** You want good results with reduced artifacts (DEFAULT!) 👑
|
||||
- **Parameters:**
|
||||
- `detail_preservation` (0.0-1.0, default 0.7): Controls selectivity sharpness
|
||||
- `center_bias` (0.0-0.8, default 0.4): Boosts center exposure baseline quality
|
||||
|
||||
2. **`variance_adaptive`** (Spatial Smoothing)
|
||||
- **Intelligent artifact reduction** with spatial filtering
|
||||
- Analyzes variance across latents to detect problem areas
|
||||
- **High-variance areas** (e.g., inconsistent details): Favors center exposure
|
||||
- **Low-variance areas** (e.g., smooth regions): Uses full dynamic range blending
|
||||
- Adaptive weights with 7x7 spatial smoothing to prevent checkerboard
|
||||
- **Use when:** Alternative approach, good for specific cases
|
||||
|
||||
3. **`weighted_center`** (Simple Balance)
|
||||
- Favors the center exposure (EV0) which typically has least noise
|
||||
- Weights: [0.075, 0.1, 0.7, 0.1, 0.075] with default `center_bias=0.4`
|
||||
- **Good balance** of dynamic range and noise reduction
|
||||
- **Use when:** You want simpler processing without adaptive analysis
|
||||
|
||||
4. **`strong_center`** (Maximum Noise Reduction)
|
||||
- Heavily favors center exposure for maximum noise reduction
|
||||
- Weights: [0.025, 0.075, 0.8, 0.075, 0.025] with default `center_bias=0.4`
|
||||
- Cleanest output but less dynamic range expansion
|
||||
- **Use when:** Noise is more problematic than dynamic range
|
||||
|
||||
5. **`median_blend`** (Outlier Rejection)
|
||||
- Excludes outliers (min/max values) per pixel
|
||||
- Averages middle 3 values: `(sorted[1] + sorted[2] + sorted[3]) / 3`
|
||||
- Excellent noise reduction while preserving detail
|
||||
- **Use when:** You have very noisy latents or want robust averaging
|
||||
|
||||
6. **`simple_average`** (Maximum Dynamic Range)
|
||||
- Equal weights: `(L1 + L2 + L3 + L4 + L5) / 5`
|
||||
- Maximum dynamic range but most noise and artifacts
|
||||
- **Use when:** Input latents are already clean
|
||||
|
||||
**💡 Artifact & Noise Reduction Tips:**
|
||||
- **Use `quality_aware`** (DEFAULT) 👑 - multi-scale solution with enhanced quality metrics
|
||||
- **For tree leaf ghosting**: Multi-scale pyramid helps reduce this - finest details use highest power selectivity
|
||||
- **Default settings work well** - adaptive quality power per frequency handles most cases
|
||||
- **Optional tuning:**
|
||||
- Increase `detail_preservation` (0.8-0.9) for even sharper edge distinction on finest details
|
||||
- Increase `center_bias` (0.5-0.7) to boost center exposure baseline quality across all levels
|
||||
- **The center exposure (latent_3/EV0) should be your best quality image** - this is crucial!
|
||||
|
||||
**When to use:**
|
||||
- When working with latent representations from VAE encode
|
||||
- For faster processing without decoding to image space
|
||||
- When you want to merge multiple exposure latents before final decode
|
||||
- In AI-generated HDR workflows using my FLUX.1 Kontext LoRAs
|
||||
- When you need noise reduction in latent space
|
||||
|
||||
**Workflow Example:**
|
||||
1. Encode 5 exposure images to latents using VAE Encode
|
||||
2. Connect all 5 latents to Latent Stack Processor
|
||||
3. Use default `quality_aware` mode (ultimate solution!) 👑
|
||||
4. Default settings work perfectly - multi-scale pyramid with adaptive quality per frequency
|
||||
5. Optional fine-tuning (rarely needed):
|
||||
- Increase `detail_preservation` (0.8-0.9) for even sharper edge selectivity
|
||||
- Increase `center_bias` (0.5-0.7) to boost center exposure across all pyramid levels
|
||||
6. Decode the merged latent with VAE Decode
|
||||
7. Enjoy **good results** - tree leaves sharp, sky smooth, reduced artifacts!
|
||||
|
||||
### 📋 **Complete HDR Workflow Example:**
|
||||
|
||||
1. **Load Images**: Load your bracketed exposures (3 or 5 images)
|
||||
2. **Add Processing Node**: "Luminance Stack Processor (3/5 Stops)"
|
||||
3. **Connect Exposures**: Connect each EV image to corresponding input
|
||||
4. **Choose Algorithm**: Select HDR algorithm (**Radiance Fusion recommended - our custom algorithm**)
|
||||
4. **Choose Algorithm**: Select HDR algorithm (**Radiance Fusion recommended - custom algorithm**)
|
||||
5. **Add Export Node**: "HDR Export to EXR"
|
||||
6. **Connect HDR Output**: From processor to export node
|
||||
7. **Set Filename**: Enter desired filename prefix
|
||||
@@ -210,23 +526,45 @@ For extended dynamic range with 5 exposures:
|
||||
|
||||
## 🔬 How It Works
|
||||
|
||||
The nodes feature our **Radiance Fusion Algorithm** as the default, plus traditional algorithms for compatibility:
|
||||
The nodes feature the **Radiance Fusion Algorithm** as the default, plus traditional algorithms for compatibility:
|
||||
|
||||
1. **Takes Multiple Exposures**: Input 3 or 5 bracketed exposure images (EV-4 to EV+4)
|
||||
2. **Selects HDR Algorithm**: Choose **Radiance Fusion** (our custom algorithm) or traditional methods
|
||||
2. **Selects HDR Algorithm**: Choose **Radiance Fusion** (custom algorithm) or traditional methods
|
||||
3. **Processes HDR Data**: Merges exposures using advanced mathematical operations preserving full dynamic range
|
||||
4. **Outputs HDR Tensor**: True linear HDR data with professional 32-bit precision
|
||||
5. **🚨 CRITICAL: Use HDR Export Node**: Exports professional 32-bit EXR files with preserved HDR values
|
||||
|
||||
### 🎯 **HDR Algorithm Options:**
|
||||
|
||||
#### **🚀 Radiance Fusion (Default - Our Custom Algorithm)**
|
||||
#### **🚀 Radiance Fusion (Default - Custom Algorithm)**
|
||||
- **📈 HDR Range**: Wide dynamic range with good preservation
|
||||
- **🧮 Advanced Mathematics**: Nuke-inspired plus/average operations for enhanced results
|
||||
- **🎬 Professional Quality**: VFX-grade HDR processing with natural appearance
|
||||
- **⚡ Good Performance**: Well-balanced dynamic range and visual appeal
|
||||
- **🔬 In-House Development**: Our custom algorithm with improvements over traditional methods
|
||||
- **💎 Quality Focus**: Enhanced compared to standard HDR techniques
|
||||
- **🧮 Mathematics**: Nuke-inspired plus/average operations
|
||||
- **🎬 Quality**: VFX-oriented HDR processing with natural appearance
|
||||
- **⚡ Performance**: Well-balanced dynamic range and visual appeal
|
||||
- **🔬 Custom Development**: Custom algorithm with improvements over traditional methods
|
||||
- **💎 Quality Focus**: Enhanced compared to standard techniques
|
||||
|
||||
---
|
||||
|
||||
#### **🔬 Debevec with Adaptive Calibration** *(Experimental)*
|
||||
- **Status**: Functional with AI-aware calibration
|
||||
- **HDR Range**: Raw linear radiance (0 to 8000+ values)
|
||||
- **Purpose**: Scene-referred linear radiance for VFX workflows
|
||||
- **Best For**:
|
||||
- VFX compositing in Nuke/After Effects
|
||||
- Color grading workflows
|
||||
- AI-generated exposure brackets (adaptive calibration)
|
||||
- Real camera exposures (traditional bracketing)
|
||||
- **Features**:
|
||||
- Automatic exposure time calibration for AI images
|
||||
- Anti-banding bilateral filtering
|
||||
- Built-in exposure compensation (-8 stops default)
|
||||
- Detailed calibration logging
|
||||
|
||||
#### **⚙️ Robertson with Adaptive Calibration** *(Experimental)*
|
||||
- **Status**: Alternative to Debevec with same calibration
|
||||
- **HDR Range**: Raw linear radiance
|
||||
- **Purpose**: Alternative HDR recovery method with calibration
|
||||
|
||||
---
|
||||
|
||||
@@ -242,16 +580,6 @@ The nodes feature our **Radiance Fusion Algorithm** as the default, plus traditi
|
||||
- **HDR Range**: 1-12 (medium HDR values)
|
||||
- **Purpose**: Traditional exposure fusion method
|
||||
|
||||
#### **Debevec Algorithm** *(Legacy Support)*
|
||||
- **Status**: Maintained for compatibility
|
||||
- **HDR Range**: Raw linear radiance (VFX standard)
|
||||
- **Purpose**: Traditional HDR recovery (1997 method)
|
||||
|
||||
#### **Robertson Algorithm** *(Legacy Support)*
|
||||
- **Status**: Maintained for compatibility
|
||||
- **HDR Range**: Raw linear radiance (VFX standard)
|
||||
- **Purpose**: Alternative traditional HDR method
|
||||
|
||||
## 📸 Best Practices
|
||||
|
||||
### For Capturing Source Images (Traditional Method):
|
||||
@@ -263,7 +591,7 @@ The nodes feature our **Radiance Fusion Algorithm** as the default, plus traditi
|
||||
|
||||
### For AI-Generated Exposures (Modern Workflow):
|
||||
- Start with **any single image** (generated or captured)
|
||||
- Use our **FLUX.1 Kontext LoRAs** to create exposure variants
|
||||
- Use my **FLUX.1 Kontext LoRAs** to create exposure variants
|
||||
- Download LoRAs: [Flux-Kontext-exposure-control-LoRAs](https://huggingface.co/Sumitc13/Flux-Kontext-exposure-control-LoRAs)
|
||||
- Generate **ev-4, ev-2, ev+2, ev+4** variants using trigger words
|
||||
- **Perfect alignment** - AI ensures consistent composition
|
||||
@@ -276,7 +604,7 @@ The nodes feature our **Radiance Fusion Algorithm** as the default, plus traditi
|
||||
- **5-Stop**: +4, +2, 0, -2, -4 EV (16x range)
|
||||
- Adjust `exposure_step` parameter if using different increments
|
||||
|
||||
#### AI-Generated (Using Our LoRAs):
|
||||
#### AI-Generated (Using My LoRAs):
|
||||
- **Base image**: Your source image (acts as EV 0)
|
||||
- **Generate variants**: Use `ev-4`, `ev-2`, `ev+2`, `ev+4` LoRAs with trigger words
|
||||
- **Perfect range**: Covers full 8-stop dynamic range
|
||||
@@ -284,24 +612,51 @@ The nodes feature our **Radiance Fusion Algorithm** as the default, plus traditi
|
||||
|
||||
### Algorithm Selection Guide:
|
||||
|
||||
#### 🎬 **For VFX/Post-Production:**
|
||||
- **🚀 Radiance Fusion** (Recommended): Our custom algorithm - good for professional work
|
||||
- **🔬 Debevec** *(Legacy)*: Traditional raw radiance method
|
||||
- **⚙️ Robertson** *(Legacy)*: Alternative traditional method
|
||||
#### 🎬 **For VFX/Post-Production (Scene-Referred Linear):**
|
||||
- **🔬 Debevec with Adaptive Calibration** *(Experimental)*: AI-aware calibration for non-physical exposures
|
||||
- For Nuke/After Effects compositing workflows
|
||||
- Works with both AI-generated and real camera exposures
|
||||
- Includes anti-banding and exposure compensation
|
||||
- Outputs true linear radiance (flat/desaturated is correct!)
|
||||
- **⚙️ Robertson with Adaptive Calibration** *(Experimental)*: Alternative to Debevec with same features
|
||||
- **🚀 Radiance Fusion**: Nuke-style operations with more display-friendly output
|
||||
|
||||
#### 🎨 **For Photography/Display:**
|
||||
- **🚀 Radiance Fusion** (Recommended): Our custom algorithm - enhanced quality
|
||||
#### 🎨 **For Photography/Display (Display-Referred):**
|
||||
- **🎨 Detail Injection** (Default): Good for AI-generated images with natural appearance
|
||||
- Automatic brightness compensation
|
||||
- Display-ready output
|
||||
- True HDR values with smooth blending
|
||||
- **🚀 Radiance Fusion**: Good quality with decent dynamic range
|
||||
- **🌟 Natural Blend** *(Work in Progress)*: Being optimized for better results
|
||||
- **💫 Mertens** *(Work in Progress)*: Traditional method under improvement
|
||||
|
||||
#### 💡 **Important:**
|
||||
- **VFX Algorithms** (Debevec/Robertson): Flat, desaturated appearance - **this is professional standard!**
|
||||
- **Display Algorithms** (Natural Blend/Mertens): Enhanced, natural-looking, ready for viewing
|
||||
- Raw linear radiance for compositing and grading
|
||||
- Apply viewing LUTs in Nuke/Resolve for proper display
|
||||
- **Display Algorithms** (Detail Injection/Radiance Fusion): Enhanced, natural-looking, ready for viewing
|
||||
- Automatic tone mapping and exposure compensation
|
||||
- Great for final output or quick previews
|
||||
|
||||
## ⚙️ Technical Details
|
||||
|
||||
- **Primary Algorithm**: **Radiance Fusion** - Our custom HDR processing method
|
||||
- **Legacy Algorithms**: Natural Blend, Mertens, Debevec, Robertson *(work in progress)*
|
||||
- **Production Algorithms**:
|
||||
- **Detail Injection** (Default): AI-aware HDR with automatic brightness compensation
|
||||
- **Radiance Fusion**: Custom Nuke-style HDR algorithm
|
||||
- **Debevec with Adaptive Calibration**: VFX-grade scene-referred linear radiance
|
||||
- **Robertson with Adaptive Calibration**: Alternative VFX HDR recovery
|
||||
- **Adaptive Calibration System**:
|
||||
- Automatic analysis of AI-generated exposure relationships
|
||||
- sRGB-space analysis (matching Debevec's input)
|
||||
- AI-tuned gamma correction (^1.8 power for AI images)
|
||||
- Robust brightness ratio computation using median filtering
|
||||
- EV0-anchored exposure time correction
|
||||
- Detailed calibration logging for transparency
|
||||
- **Anti-Banding Technology**:
|
||||
- Edge-aware bilateral filtering (5x5 kernel)
|
||||
- Preserves HDR peaks (80%/20% blend)
|
||||
- Reduces 8-bit quantization artifacts
|
||||
- **Legacy Algorithms**: Natural Blend, Mertens *(work in progress)*
|
||||
- **Input Format**: 8-bit ComfyUI IMAGE tensors (standard ComfyUI format)
|
||||
- **Output Format**: True 32-bit linear HDR with unlimited dynamic range
|
||||
- **Processing**: Advanced mathematical operations + OpenCV integration
|
||||
@@ -329,7 +684,7 @@ The nodes feature our **Radiance Fusion Algorithm** as the default, plus traditi
|
||||
- Ensure input images are properly exposed (not all over/under)
|
||||
- Check that images are aligned (use tripod)
|
||||
- Verify EV differences match your capture method
|
||||
- **Recommended**: Use Radiance Fusion (our custom algorithm) for good results
|
||||
- **Recommended**: Use Radiance Fusion (my custom algorithm) for good results
|
||||
- **Legacy algorithms**: Available for compatibility but under active improvement
|
||||
|
||||
5. **Memory issues**:
|
||||
@@ -398,7 +753,7 @@ luminance-stack-processor/
|
||||
- **Debevec, P. E., & Malik, J.** (1997). Recovering high dynamic range radiance maps from photographs. *ACM SIGGRAPH Computer Graphics*, 31(Annual Conference Series), 367-378.
|
||||
- **OpenCV HDR Documentation**: https://docs.opencv.org/4.x/d3/db7/tutorial_hdr_imaging.html
|
||||
- **ComfyUI Custom Node Guidelines**: https://docs.comfy.org/custom-nodes/
|
||||
- **Our FLUX.1 Kontext Exposure LoRAs**: [Flux-Kontext-exposure-control-LoRAs](https://huggingface.co/Sumitc13/Flux-Kontext-exposure-control-LoRAs)
|
||||
- **My FLUX.1 Kontext Exposure LoRAs**: [Flux-Kontext-exposure-control-LoRAs](https://huggingface.co/Sumitc13/Flux-Kontext-exposure-control-LoRAs)
|
||||
- **Semantic Versioning**: https://semver.org/
|
||||
|
||||
## 📜 License
|
||||
@@ -416,7 +771,7 @@ For issues, questions, or contributions:
|
||||
- Ensure all dependencies are properly installed
|
||||
|
||||
### Contributing
|
||||
We welcome contributions! Please:
|
||||
I welcome contributions! Please:
|
||||
1. Fork the repository
|
||||
2. Create a feature branch (`git checkout -b feature/amazing-feature`)
|
||||
3. Commit your changes (`git commit -m 'Add some amazing feature'`)
|
||||
@@ -425,4 +780,4 @@ We welcome contributions! Please:
|
||||
|
||||
---
|
||||
|
||||
**Happy HDR Processing with Radiance Fusion!** 🚀✨ | **Version 1.0.5** | **Featuring Our Custom Algorithm**
|
||||
**Happy HDR Processing with Radiance Fusion!** 🚀✨ | **Version 1.1.8** | **Featuring Custom Algorithm**
|
||||
|
||||
+2
-1
@@ -15,7 +15,7 @@ Installation:
|
||||
3. Restart ComfyUI
|
||||
|
||||
Author: Sumit Chatterjee
|
||||
Version: 1.0.5
|
||||
Version: 1.1.8
|
||||
License: MIT
|
||||
"""
|
||||
|
||||
@@ -40,6 +40,7 @@ try:
|
||||
from .luminance_stack_processor import (
|
||||
LuminanceStackProcessor3Stops,
|
||||
LuminanceStackProcessor5Stops,
|
||||
LatentStackProcessor5Stops,
|
||||
NODE_CLASS_MAPPINGS as NODES,
|
||||
NODE_DISPLAY_NAME_MAPPINGS as DISPLAY_NAMES
|
||||
)
|
||||
|
||||
+1358
-99
File diff suppressed because it is too large
Load Diff
+3
-3
@@ -4,7 +4,7 @@ build-backend = "setuptools.build_meta"
|
||||
|
||||
[project]
|
||||
name = "luminance-stack-processor"
|
||||
version = "1.0.5"
|
||||
version = "1.1.8"
|
||||
description = "Professional HDR processing nodes for ComfyUI using the Debevec Algorithm"
|
||||
readme = "README.md"
|
||||
license = { text = "MIT" }
|
||||
@@ -72,13 +72,13 @@ include = ["luminance_stack_processor*"]
|
||||
[tool.comfy]
|
||||
name = "luminance-stack-processor"
|
||||
description = "Professional HDR processing nodes for ComfyUI using the Debevec Algorithm"
|
||||
version = "1.0.5"
|
||||
version = "1.1.8"
|
||||
author = "Sumit Chatterjee"
|
||||
license = "MIT"
|
||||
|
||||
# Version management
|
||||
[tool.bumpversion]
|
||||
current_version = "1.0.5"
|
||||
current_version = "1.1.8"
|
||||
parse = "(?P<major>\\d+)\\.(?P<minor>\\d+)\\.(?P<patch>\\d+)"
|
||||
serialize = ["{major}.{minor}.{patch}"]
|
||||
search = "{current_version}"
|
||||
|
||||
+5
-5
@@ -2,16 +2,16 @@
|
||||
Version information for Luminance Stack Processor
|
||||
"""
|
||||
|
||||
__version__ = "1.0.5"
|
||||
__version_info__ = (1, 0, 5)
|
||||
__version__ = "1.1.8"
|
||||
__version_info__ = (1, 1, 8)
|
||||
|
||||
# Semantic versioning components
|
||||
MAJOR = 1
|
||||
MINOR = 0
|
||||
PATCH = 5
|
||||
MINOR = 1
|
||||
PATCH = 8
|
||||
|
||||
# Build metadata
|
||||
BUILD_DATE = "2025-01-20"
|
||||
BUILD_DATE = "2025-10-02"
|
||||
AUTHOR = "Sumit Chatterjee"
|
||||
DESCRIPTION = "Professional HDR processing nodes using the Debevec Algorithm"
|
||||
|
||||
|
||||
Reference in New Issue
Block a user