QUOTE(georgep1 @ 04/12/07, 08:10 AM) [snapback]263930[/snapback]
1. Turn the gamma in the framebuffer part of the render settings to .455 (1/2.2), and apply a gamma correction node to texture files.
Well that would only work totally correctly if your textures themselves are lieanrized and youve ungammaed them on input. Remember your getting the flaw 2 times, once going in and onece going out. The 3d light assumes lienear light but yoru images assume some sort of display gamma.
OK now for your 2 other questions, well tonal mapping is different form gamma. gamma is sort of a uniform change but on top of auto exposure our eye has a automatic color corrector that maps the tone to neutral, so if your in room lighted with a light thats horribly yellow (which is almost always you are in light bulbs lightning), your brain corrects the color cast making white white. Off course since the image you show on film or a display dont have this feature because the surrounding lightning and change in cast prevents tis fixing form the brains side.
So the purpose of all this is t correct the image to the way the eye would work, but see the computation your brain does is WAY better than anything humans can code.