Here is one of those confusing topic again. I remember I've asked long
ago how come using substance designer to convert from metal/rough to spec/gloss
the spec value is grey. And someone has answer it is because all object
has spec and its 4% in linear and 2% in srgb (or the other way around)
Assuming
my render engine will "add" gamma to any linear input(image get
brighter when I set the input as linear). Do I still put 4% gray on my
spec/reflection map? or should I degamma that to 2% (or simply set the
input as srgb)
Replies
Whether your engine loads the texture as linear or gamma space (sRGB) is generally up to you. So use the appropriate value.
This tutorial may help: https://www.marmoset.co/posts/pbr-texture-conversion/