I've created a bunch of HDRs, but I am experiencing issues with the Vray interpretation of their exposure values. I can't my HDRs correct when it comes to low values. Either there is another method which I am unaware of, or Vray's interpretation of HDR acts incorrectly. I've outlined my steps/experiment below:
In this example, I've loaded the plain HDR via the splutterfish plugin into the environment. The colors look on target:

In this example, the same HDR is loaded into VrayHDR. The colors are blown out. Reducing the multiplier to extremely low values still renders it bright while the background disappears:

In this example, the same plain HDR is loaded into the Vrayskydome. But it is still too bright and the multiplier doesn't fix things:

Not wanting these overbright values, I resaved the original HDR with clamped colors via the Splutterfish (default Max) I/O plugin. I tried numerous methods to try to clamp these values but no other program I could find would do it. So I set the white point to the left and resaved. Then I click 'view', view the image and resave the new HDR through the Max dialog:

This is the result of the new (clamped) HDR being loaded into the Vraydome. It looks on target again:

This is the result of the new HDR with the multiplier set to 1.5. It behaves as it should by brightening in specific areas (per pixel stored information - the values which make an HDR an HDR):

This is the result of the new HDR with the multiplier set to .5. Below 1.0, the HDR loses its dark exposure values - the scene gets dark equally as a whole. This is incorrect. The sun should be a bright pin while the sky darkens around it. No changes/resaving within the Splutterfish plugin makes a difference:

As a separate example of the above lighting, here are the clamped colors out of the Splutterfish plugin as viewed in HDRShop:
default exposure:

+2 stops exposure:

-2 stops exposure:

This is -2 stops exposure on the original unclamped HDR. Compare the sun to the one above. This is correct:

As I stated in the beginning. The original HDR works perfectly with the default Splutterfish plugin and in all other 3d applications. There appears to be nothing wrong with this. Vray displays this HDR incorrectly by comparison. Resaving the HDR via Splutterfish HDR I/O corrects the overbright values, but end up clamping the dark values unwantedly.
I'm at a loss and could really use someone's help after spending a few weeks working on HDRs. I've been on the Splutterfish IRC channel as well as Debevec's forum and don't have any answers. If you would like to test the unclamped HDR and try to 'fix' this scenario so Vray can properly display this HDR, I would greatly appreciate it.
This HDR can be found here. (11 MB)
In this example, I've loaded the plain HDR via the splutterfish plugin into the environment. The colors look on target:

In this example, the same HDR is loaded into VrayHDR. The colors are blown out. Reducing the multiplier to extremely low values still renders it bright while the background disappears:

In this example, the same plain HDR is loaded into the Vrayskydome. But it is still too bright and the multiplier doesn't fix things:

Not wanting these overbright values, I resaved the original HDR with clamped colors via the Splutterfish (default Max) I/O plugin. I tried numerous methods to try to clamp these values but no other program I could find would do it. So I set the white point to the left and resaved. Then I click 'view', view the image and resave the new HDR through the Max dialog:

This is the result of the new (clamped) HDR being loaded into the Vraydome. It looks on target again:

This is the result of the new HDR with the multiplier set to 1.5. It behaves as it should by brightening in specific areas (per pixel stored information - the values which make an HDR an HDR):

This is the result of the new HDR with the multiplier set to .5. Below 1.0, the HDR loses its dark exposure values - the scene gets dark equally as a whole. This is incorrect. The sun should be a bright pin while the sky darkens around it. No changes/resaving within the Splutterfish plugin makes a difference:

As a separate example of the above lighting, here are the clamped colors out of the Splutterfish plugin as viewed in HDRShop:
default exposure:

+2 stops exposure:

-2 stops exposure:

This is -2 stops exposure on the original unclamped HDR. Compare the sun to the one above. This is correct:

As I stated in the beginning. The original HDR works perfectly with the default Splutterfish plugin and in all other 3d applications. There appears to be nothing wrong with this. Vray displays this HDR incorrectly by comparison. Resaving the HDR via Splutterfish HDR I/O corrects the overbright values, but end up clamping the dark values unwantedly.
I'm at a loss and could really use someone's help after spending a few weeks working on HDRs. I've been on the Splutterfish IRC channel as well as Debevec's forum and don't have any answers. If you would like to test the unclamped HDR and try to 'fix' this scenario so Vray can properly display this HDR, I would greatly appreciate it.
This HDR can be found here. (11 MB)
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