Exposure vs Brightness: the visual version

Every widget from the article Exposure vs Brightness: what Affinity Photo does to your pixels, in one place, for when you would rather play than read. Under each heading is a short note on what that widget illustrates. Everything is measured from Affinity Photo 3 on 8-bit sRGB images.

Feel the two sliders

Both sliders make the photo lighter, and they look almost the same. Push both up and watch the bright parts and the colors: that is where they differ.

Exposure vs Brightness

0.0 EV

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0

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Cyberpunk 2077: Phantom Liberty (CD Projekt Red), PS5 photo mode, no filters. · Two sliders, one photo: the scales are not the same thing. Measured from Affinity Photo 3

A stored value is not light

A pixel stores a number from 0 to 255, not an amount of light. A stored 128 is only about 22% of the light of 255, so doubling a number does not double the light.

Stored value vs light

Stored value
128
Light (about)
22%
128

Stored values are not amounts of light. Light is roughly the stored value (0 to 1) to the power 2.2.

Adding the same number is uneven

The same number added to a dark pixel and to a bright one. The dark pixel gains several times more light. This is why a tool that works on the stored numbers (Brightness) and one that mimics light (Exposure) part ways.

The same number added to a dark and a bright pixel

Dark pixel
30 → 30
Gains
1.0× the light
Bright pixel
200 → 200
Gains
1.0× the light
+0

Light is roughly the stored value (0 to 1) to the power 2.2.

Exposure

Exposure multiplies every channel and cuts off at 255. On the orange pixel, red clips first and the color slides toward yellow. On the photo, the histogram shifts right and piles up at the end, the curve is a straight line that hits the ceiling, and the clipped share grows.

Exposure of one pixel

RGB
224 · 140 · 9
HSL
37° · 92% · 46%
Linear
0.75 · 0.27 · 0.00
Clipped
none
0.0 EV

Measured from Affinity Photo 3

Exposure of an image

0.0 EV

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Cyberpunk 2077: Phantom Liberty (CD Projekt Red), PS5 photo mode, no filters. · Measured from Affinity Photo 3

Brightness

Brightness is a curve with fixed ends: black and white stay put, the middle is lifted most, and the highlights are squeezed together instead of cut off. It only has nine measured positions, so the slider snaps to them.

Brightness of one pixel

RGB
224 · 140 · 9
HSL
37° · 92% · 46%
Linear
0.75 · 0.27 · 0.00
Clipped
none
0

Measured from Affinity Photo 3

Brightness of an image

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Cyberpunk 2077: Phantom Liberty (CD Projekt Red), PS5 photo mode, no filters. · Measured from Affinity Photo 3

What they do to a color

The same dark teal in both. Exposure scales the channels, so the proportions between them hold and the hue stays. Brightness bends the curve, lifts the dim channels more, and the color moves.

Exposure of one pixel

RGB
51 · 80 · 92
HSL
198° · 29% · 28%
Linear
0.03 · 0.08 · 0.11
Clipped
none
0.0 EV

Measured from Affinity Photo 3

Brightness of one pixel

RGB
51 · 80 · 92
HSL
198° · 29% · 28%
Linear
0.03 · 0.08 · 0.11
Clipped
none
0

Measured from Affinity Photo 3

Gamma, the alternative

Levels gamma, where below 1 is lighter in Affinity. It keeps black and white fixed and lifts the shadows most, which is why it opens up a dark screenshot without pushing the bright parts into white.

Gamma (Levels midtones) of one pixel

RGB
15 · 22 · 15
HSL
120° · 19% · 7%
Linear
0.00 · 0.00 · 0.00
Clipped
none
γ 1.00

Affinity Photo 3 convention

Gamma (Levels midtones) of an image

γ 1.00

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Cyberpunk 2077: Phantom Liberty (CD Projekt Red), PS5 photo mode, no filters. · Affinity Photo 3 convention

The curves side by side

The same photo with the curve and histograms shown. Exposure is a straight line that runs into the ceiling. Brightness bows upward in the middle. The scales are not the same thing, so the two sliders are not linked.

Exposure vs Brightness

0.0 EV

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0

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Cyberpunk 2077: Phantom Liberty (CD Projekt Red), PS5 photo mode, no filters. · Two sliders, one photo: the scales are not the same thing. Measured from Affinity Photo 3

For the reasoning, the measurements and what I use in practice, read the full article.

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