Auto Exposure - Blender

Description

A simple node group for the **Compositor** which automatically balances the exposure of Blender.

![](https://cdn.discordapp.com/attachments/687339910406864908/1038883412922073178/Captura_de_tela_2022-11-04_222539.png)

### **Features:**
**EV Compensation:** Balances the exposure of the scene considering the average exposure.

**Metering Area:** Adjusts the size of the exposure metering area.

### **License:**
This product is provided under the [**Creative Commons CC0 1.0 Universal License**](https://creativecommons.org/publicdomain/zero/1.0/).

* *You can copy, modify, distribute and perform the work, even for commercial purposes, all without asking permission*

### **Install instructions:**
**1.** Download the latest version of [Blender](https://www.blender.org/download/)

**2.** Create a new project and go to **File** ‣ **Append**

**3.** Select the **.blend** file that contains the node group (**Auto_Exposure.blend**)

**4.** Select the **NodeTree** folder

**5.** Select **Auto Exposure** and press **Append**

**6.** Done! Now, the **Auto Exposure** node group will appear in your node groups.

### **Contact**:
* **Email:** pedro.probio10@gmail.com
* **Discord:** PedroPLopes#2941

Comments (1)

P
Poverizer about 2 years ago

Absolutely flawless, and really clever solution. Thank you for this. Edit: Adding an improvement to this - since the Levels node averages pixels that are brighter than 1.0 too, and throws their values in the mix, bright spots can drastically dim the scene even if it's not needed. By adding a new input node for an image, and plugging it into the Scale node's input within the group, you can input a normalized version of your render while leaving the original image plugged into the RGB curves node at the end, this way the image that controls the exposure won't contain pixels brighter than 1.0, but you can retain your highlights.

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