On Sun, Jun 30, 2013 at 10:43 AM, Lionel Fuentes <funto66@gmail.com> wrote:

That's how it works in real life though: sheep and snow do bleed light
in suitable conditions, as do light shafts and so on. I'm not planning
to do HDR.

If you try the Fort Magma track, you see how the lava and sunset also
partake in the bloom; neither is white.

I agree that it needs more artist control. I've discussed this with
samuncle, and we ended up on object-based masks: "these objects don't
contribute to bloom" and "these objects do contribute to bloom, despite
their brightness".

That I'm ok. The main thing is the need for artist control, I hope by-object masks would be enough (default should be non-glowing).

Just throwing in my 2 cents: I don't think bloom should be disabled by default. The light bleeding occurs in real life as well, plus it seems to add a very nice touch to the look and feel of STK.