So how would you handle multiple lights in that situation? Another question... When rendering passes I work as much as possible in a linear workflow inside of maya. When programming do I have to worry about linear vs gamma colorspace? How exactly does that come into play? Am I to assume that everything besides file…
Are your gamma settings correct? If you render in linear space you have to be sure the input images are linear too OR you have to set them to srgb. If you don´t have a linear color profile for photoshop your images are saved in srgb color space which is the default. This is why your colors are maybe "washed out" in your…
I tried it with Blender and everything works as expected. Clearly 3DS uses sRGB color space instead of linear. Instead of trying to correct it in the shader (wasteful) instead see if you can configure 3DS to use linear color values instead. If 3DS can't do that, then simply take into account the difference between sRGB and…
In the most recent TB2 update, they've included the GGX BRDF, which is closer to UE4 and CE3.6. Also, TB2 can use the metalness workflow(like UE4) and the spec workflow(like CE3.6). You also just need to make sure your maps are imported into UE4 as linear/sRGB. I believe TB2 automatically sets the maps that need to be in…
Are your textures converted to linear space after being loaded? I'm guessing if you don't convert from sRGB -> Linear when textures are loaded, then it gets converted back from linear -> sRGB before being displayed on your screen it would come off as "too" bright. I'm guessing by default you shouldn't have to worry about…
Hey WarrenM, it seems that you are not importing your textures in Linear Color Space. Substance Designer and Painter are both authoring Roughness/Metallic/Normal,... In Linear Space by default. Only the color maps are RGB Space. In UE4: Double click the texture to open the texture editor and uncheck the button "sRGB" under…
Also, I think you are overthinking this topic a little bit, because all material editors allows you to quickly apply correction and to convert from srgb to linear and vice versa. For example in Unreal, you can simply tick a checkbox. Or put power node in the material and input that 0.4545 if you want to convert from srgb…
As for other textures being gamma corrected or not: I never gamma them - they are numerical. What I mean is that I am not painting them visually - but as data. So when I want something %50 specular, I am using the colour 127,127,127. Not the visual %50 grey. So when that goes into the engine, because it's treated as…
I posted the same reply over on the Foundry forums; You'll need to set the color dodge of the normal map to linear. You should be able to select the texture then set it's color space in the Image Still properties. The colour space of images is set by the bit depth of the image, rather than it's use. So 8bit images will be…
Subdivision sketch: Hemispherical helmet. This is a brief look at a few basic strategies for routing topology around cut outs and panel lines on spherical [and ellipsoid] surfaces. Note: there's several different ways to structure spherical geometry. Since this write-up is specific to basic subdivision modeling only basic…