Hi!
I am trying to understand all the exceptions with gamma correction.
As I understand it, if I import maps in 3ds Max Vray, Blender, or similar,... color maps should be treated as srgb as well as AO map in some cases so they will be gamma corrected? Non-color, normal, roughness and displacement maps should not be corrected, treated as raw or, in some cases, the gamma should be set to 1.0 (when importing). It depends on the software. Blender has non-color option.
My question is about one step before that. I often use Photoshop and some script to combine normal maps.
My color profile in Photoshop is standard srgb, because it is the most compatible in 3D. When saving pngs, I use the embed color profile.
I am confused about how non-color maps are treated in Photoshop. Should I save and export them with an embedded srgb color profile, like color maps, and then the correction is done when importing in 3d software? The other option is not to treat roughness, normal, displacement maps as srgb and save (export) them in different color profile.
That was perhaps asked a lot, but still, gamma correction puzzles me again and again. I get good normal map renders in Marmoset or Unity. In 3ds Max, or Octane, normal maps don't look so 3D, even if I import them as tutorials suggest, treat them as raw.
Thank you
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