Okay so here goes nothing:)
I own a copy of Vectric's PhotoVCarve which I've used many time to create Lithophanes and calculate simulations of Bas Reliefs based on all the images I've created in Blender.
What I meant by looking washed out was it seems like the detail was lacking in the image with tone mapping vs my node setup.
All renderings are using a 1000 pixel by 1000 pixel image, the size of the carving is 6 inches square, .25 inch depth with a .075 inch 2 flute ball nose.
The first photo is 25 Iterations on my node setup
The second photo is my original 1 Iteration render on my nodes
The third photo is using just the tone map node and bas relief node with 25 Iterations, basically the settings that are on the bas relief wiki.
The last photo is an actual carving using BlenderCAM, image was my original node settings via bas relief nodes at 1000 pixel x 1000 pixel, .2MM tool path spacing parallel step back using a .035 inch ball nose 2 flute end mill.
No worries Vilem I'm fairly proficient with Blenders modifiers, I use the 2 subsurf modifiers at 6 and 4 respectively which I believe puts me at about 2 million polygons on the displaced plane.
As to why I use the Bas Relief setup, there is no way I could have created the dragon and the house on my own, I downloaded the 3D models, posed them, rendered the filtered Z buffer with the Bas Relief node and bammo, I have a very nice relief carving that is only one quarter of an inch thick.
On a side note, if I render an image that I will be using in BlenderCAM later I use PNG or better yet the EXR file formats. If you've ever noticed the "plateauing" effect on the images the only file format that doesn't do that is the OPENEXR file. I believe that's why Vilem uses it to "simulate" the operations.
P.S. Tutorials coming soon, I swear!