Convert between HDR, EXR, and other high dynamic range formats. Change projections, adjust exposure, and convert to LDR for rendering pipelines and game engines.
Input: HDR (.hdr), OpenEXR (.exr), TIFF 32-bit float, and standard LDR images. Output: EXR, HDR, TIFF 32-bit (HDR formats) or PNG 16-bit, JPEG (LDR formats). HDR-to-HDR conversions preserve full floating-point range. HDR-to-LDR applies Reinhard tone mapping with exposure adjustment.
Equirectangular: Standard for Blender, Maya, and most offline renderers. Cube Map Cross: Common in Unity and Unreal for skyboxes. Cube Map Strip: Used by older engines and some mobile pipelines. Angular Map: Useful for light probe generation and certain post-processing effects.
Exposure Value (EV) scales the brightness of the HDRI. +1 EV doubles brightness, -1 EV halves it. This is critical when an HDRI is too dark (underexposed) or too bright (overexposed) for your scene. Adjust in 0.1 EV steps for precise control. The adjustment is applied before format conversion so the data is permanently modified.