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The effect used a soft knee on the brightest channel and left everything below the knee unchanged. After Effects compresses the whole range. Fitting our own 16-bit renders of an HDR ramp and coloured patches (Amount 0, 84, 90, 100) gives: Y = max(0.30 R + 0.59 G + 0.11 B, 0) comp = min(c / (1 + Y), 1) per channel out = ((1 - t) c^0.4 + t comp^0.4)^(1/0.4) t = Amount / 100 A grey value x maps to x / (1 + x) at Amount 100. The worst error against AE drops from 985 to about 2-4 of 65535 at Amounts 100, 90 and 84. Amount 0 stays identical. CPU and GPU change together. Tests: a reference table of measured values, GPU parity at Amount 90, and over-range input that exercises the clip at 1. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>