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[Solved]How to setup Photoshop when working with PBR textures, ColorProfile issues.

McDev
polycounter lvl 2
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McDev polycounter lvl 2
Sorry well for some reason as I just made a test it seems not even to be an issue...
When using bypass sRGB in Linear Color space it will lead to wrong values, leaving it on works just fine.
So this was never really an issue.

I have this problem when I want to create textures for the PBR workflow, in my case for Unity.

What I often try is to setup a value in a material in Unity which I want to add to my Specular Map. Now the issue is that the channels have another gamma than the colors In RBG space and are usually brighter. I know it has to do with color profiles but I am not realy experienced. I even tried to assign a linear profile but the result imported in Unity was just wrong. Some values just appeared black even thoug darker values thatn this where brighter.

Is there any way of making a selection/creating a channel that matches the greyscale value in the RGB space? Because I usually make a selection of one of the channels. I heard of another way once but I can't remember it.

How is your workflow? Do you assing linear or specifi color profiles to photoshop to bypass this issue?
Might there be a specific color profile that should be used for Unity in particular or are you using one for other engines? Maybe I will ask this in their forums as well. I also tried using bypass sRGB on texture import but somehow it doesn't make any difference.

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