Thanks for your insight, to be frank I have insufficient knowledge to fully understand what you’re talking about in your tonemapper thread, but I agree if we’re simulating the physical properties of film we cannot ignore the tone mapping aspect, which is also partly why some imagery look so obviously generated.
My method is very much an approximation with everything adjusted by eye. With these nodes I hoped to achieve exactly what you have described here, what do you think of this approximation?
I like the black and white outcomes of my node group much more than coloured ones and I think it’s because of a lack of simulated colour reactants. My original intention was exactly as you described - to move beyond overlay to sophisticated layers of particles that simulate or approximate real exposure. I plan to update this group with separated colour passes and the paper you referenced will give me plenty to work with. As the sciences of film exposure is still very new to me I might need your help in pointing out the obvious mistakes.
This sounds amazing. Would it suffice if I simply duplicated more of the micro grains in my set up and tweaked their settings? What would be a good enough simulation? And as shown before I simply used a colour mix node to make the additive particles blend in a bit, but that might be an over simplification.

If you could help me understand how this could be implemented in blender that would be super helpful!
Thanks again for your thoughtful comment.




























