I second this request. I remember watching the conference presentation and was blown away by the fidelity of the “delighter” you guys used. I understand it is a bit of a magic trick in the software and you guys probably don’t want to give away too many proprietary tools, but it would be such a hugely useful resource, not only for game dev but for as well. Did you guys simply plug in an HDR captured at the scene and then run the delighter multiply times? Something like a tone-mapper that rotates and captures, initially ignoring the diffuse information, and then blending it back in after a lighting calc? I’m sure it is a small amount, but does the process introduce more grain or banding after boosting shadows/recovering highlights? Or does that simply get covered thanks the bracketed HDR? How in the heck did you guys get it so consistent? Ya Fricken magicians!