My understanding is that this is indeed the case for our color maps. They are saved in SRGB, and converted to linear space during the GFX pipeline, and that is ok because it's a fairly slight shift and it shouldn't matter much. But it does matter more when that shift is not with color/perceptual data, but with values that…
I hear ya, and we're on the same page, I just think that in practice it won't matter much whether you create your texture in gamma or linear space, as long as you know what your pipeline or shader system is expecting. So I think it's more of a game engine side issue that your programming team should take care of, so…
Yeah, the linear space is regarding colours when dealing with lighting inside of the shader. So the numeric values you see are in linear space in Photoshop or whatever graphics app you're using... the way the screen displays them to you isn't quite the same but that's not too important because it's still correct as far as…
Hey guys, i was wondering if anybody knows of any plugins or tools for photoshop that allow you to choose your colours in linear space instead of sRGB? The only custom colour picker i've found so far is this: http://anastasiy.com/colorwheel and while it is definitely an amazing tool (way better than photoshops built in…
I've been wondering the same thing as almighty_gir...discussions with graphics programmers have led me to believe that when authoring linear textures (roughness/metallic/etc) I should be saving it with either no color profile or a color profile adjusted for Linear Space... I'm very interested in getting to the bottom of…
I don't think you need to worry about working in linear space while creating textures. I think the only change in a linear lighting workflow is how rendering engines calculate lighting. In the past (and mostly in the present) game engines would calculate lighting based on gamma corrected images. Now they are lighting…
If anything, I wouldn't mind the idea of an adjusted Photoshop color picker based on proper linear values ... just to be able to pick more "attractive" colors when it comes to painting. What I mean by that is, making it so that picking a grey in the middle of the brightness axis (= 50% brightness) would produce #bbbbbb…
You shouldn't need to worry about authoring in linear space, the shader/GFX pipeline should convert your gamma-authored source textures to linear space for you. I think the confusion might be learning to "think like an artist" vs. "think like a tech artist". If you're painting as an artist, ignore the hex/RGB value of the…
I don't know any cool color pickers, but hmm, all I can say is applying a levels adjustment layer and pick? It updates what the color picker(the tool) sees from an image. Not the actual color picker popup/window. To Linear To sRGB
Thanks Drew, That helps somewhat, but i guess the reason i was asking is because i see so many references to PBR workflows saying you should always work in linear space, which means everything is 0-1 and not gamma corrected, right? So i was hoping there was a tool out there that would let me pick colours based on a 0-1…