I'm learning the "PBR Practice" tutorial on Marmoset's website. (http://www.marmoset.co/toolbag/learn/pbr-practice) I have a few questions: 1. Between linear and sRGB, which one should I use in Photoshop and Maya when I input the (HSV and/or RGB) value in those software? 2. "Alternatively, you can find known values from…
Thanks everyone for the reply! almighty_gir, I found the sRGB options in Toolbag 2. Thanks! EarthQuake, thank you for sharing your workflow. I learnt a lot from your "PBR In Practice" tutorial!
Your game engine/shader will probably handle the conversion from gamma -> linear -> and the back from linear -> gamma before displaying it on screen for you. You might be able to set this as well if you want to deviate from how the game engine handles it by default. For instance UE4 will handle this for you automatically…
You shouldn't need to do that. most engines will either only take sRGB, or will have the option to take either. In Marmoset Toolbag2 you can click "Options" under the texture input, and check/uncheck sRGB to tell Toolbag2 which your texture is using. In UE4, there is a similar checkbox in the texture properties, i'm not…
Thank jfitch, almighty_gir for the reply! Since shaders use linear value, should I convert the textures (albedo/reflectivity/microsurface map) from sRGB space to linear space before putting them into any render system/game engine? I don't understand if I need to do gamma correction in the workflow.
Hey man! Glad you're learning. 1. RGB 2. Megascans is not yet available, but look at the links robin posted 3. You'd have to ask EQ but I'm pretty sure it's baked from a high poly.
hi Dongyfeng, let me try to answer these as best i can for you: 1. photoshop works in sRGB space so unless you're applying any kind of curve math to your textures while authoring them, you'll be working in sRGB. this isn't necessarily a bad thing though, linear is what all the math in shaders uses but sRGB is what your…
2. Not sure about the release date of Megascans, however some charts already exist to serve as guidelines for creating materials. http://seblagarde.wordpress.com/2014/04/14/dontnod-physically-based-rendering-chart-for-unreal-engine-4/ Also check out this…