Colour science/H3/Luminance range

Luminance range

Tone mapping

How to translate luminance technically between source and target: clipping, shoulders, global/local mapping, PQ EETF, HDR-to-SDR, display mapping and ordering in Resolve.

Source peakTarget peakShoulderEETFHDR→SDR
In plain language

Tone mapping is controlled remapping of brightness relationships when the target cannot directly reproduce the source range. Good mapping preserves hierarchy and detail; Contrast merely reshapes an image within its current state.

11 sections4 primary references

Quick reference

Definitions and numbers worth keeping in view

Source
Dynamic range / peak
Target
Display/output limit
Hard clip
Detail collapse

Everything above the ceiling collapses to one value.

EETF
Display mapping

Especially important for PQ master → lower-peak display.

TONE MAPPING

One source range — three ways to fit it into a target

hard clipglobal shoulderadaptive / EETF-liketarget peak
Preserve midtones, compress highlights
Peak mapping ≠ exposure correction
HDR→SDR needs rendering intent, not just gain
01

When tone mapping is actually needed

Tone mapping is needed when a source/rendered image contains luminance relationships the target display/output cannot reproduce directly, such as a 4000-nit PQ master on a 700-nit television or an HDR master into 100-nit SDR. If source and target already match, an extra tone mapper can only damage an already-correct rendering.

02

Hard clipping is the simplest and most destructive option

Everything above the target ceiling collapses to one value. The output technically fits the range, but highlight texture and separation disappear. Clipping can be useful as a diagnostic or deliberate look, but it is not a general HDR mapping method.

03

A shoulder/knee creates a soft roll-off

Instead of an abrupt cutoff, mapping gradually compresses the upper range toward target peak. Important decisions include where compression begins, how smoothly it increases and whether the middle/diffuse region remains stable. A good shoulder preserves a sense of brightness without turning every highlight into a grey mass.

04

Global and local tone mapping

A global algorithm applies one luminance mapping relationship to a frame/scene. Local or adaptive algorithms analyse spatial context and can preserve more local contrast under heavy compression. The cost can be halos, temporal pumping and changes to creative intent, so a mastering pipeline generally needs more predictability than consumer-display enhancement.

05

Reference white should remain stable when possible

In HDR-to-lower-HDR mapping, it is often desirable to preserve diffuse/reference white and midtones while concentrating compression in the upper highlight region. Faces and ordinary surfaces then retain continuity between displays while mainly the available highlight sparkle changes.

06

PQ display mapping is an EETF on top of an absolute signal

A PQ master carries absolute-luminance intent, but a lower-peak display cannot reproduce the source EOTF one-for-one. BT.2390 describes the EETF concept for controlled rendering to a limited display: PQ is interpreted correctly first, then the luminance range is adapted to the target.

07

HDR-to-SDR changes much more than peak

An SDR output normally has a different reference white/peak, may have a smaller gamut and uses different viewing assumptions. HDR-to-SDR output transforms therefore solve tone mapping together with gamut mapping and display rendering. Compressing highlights first and independently crushing saturation later can damage hue and skin.

08

Technical mapping ≠ creative contrast

Creative Contrast/Curves shape the look inside the chosen working state. Technical tone mapping makes that look fit the target dynamic range. If both jobs are mixed in one node, changing the output from 1000-nit HDR to SDR forces the creative grade to be rebuilt. Scene-referred workflows are valuable precisely because they separate these layers.

09

Operation order matters

Scene-linear/scene-referred exposure and highlight recovery generally belong before destructive display tone mapping. Display-referred tweaks after mapping operate on the rendered image. The same Gain or Soft Clip cannot be moved across the output transform with an expectation of identical behaviour.

10

Tone mapping in Resolve: choose one responsible stage

In RCM/ACES, part of tone rendering already lives in the Output/Display Transform. In a manual CST pipeline, tone mapping can be handled by the output CST/DRT. Do not add a second CST, LUT or HDR-to-SDR mapper 'just in case'; stacking multiple shoulders often produces muddy highlights and weak contrast.

11

How to evaluate mapping

Do not judge mapping only by the absence of clipping. Compare diffuse white, skin, key highlights, specular texture, black level and overall contrast on the target display. Scopes should reveal where compression begins and what happens to peaks; visually, check whether the relative hierarchy between objects is preserved.

What this changes in post

If tone mapping is obvious as a separate effect, it is often too aggressive. Its job is to make the target display look plausible while preserving intent, not to advertise the algorithm.

Common mistakes
Using hard clipping as universal mapping.
Moving diffuse white together with highlights without reason.
Stacking RCM/ACES output mapping with CST mapping.
Confusing tone mapping with Contrast/Curves.
Doing HDR-to-SDR without considering gamut mapping.
Evaluating mapping only on a waveform without the target display.