by mh » Sun Jan 20, 2013 1:00 am
Bloom washout on the models comes more from the diffuse texture than from the lighting. This is really obvious with the view model, where the RL gets far more than the standard SG, for example. There are arguments to be made that bloom itself should only come from lighting, but a counterargument is that the diffuse texture is supposed to represent the colour of reflected light, so it's appropriate to use that too. Of course, with a render-to-texture setup you've just got a single image as input and you can't tell what parts of that image are models, what parts are scene geometry, what parts are sky, etc, so different handling for different object types isn't going to work here.