Hi guys, so I'm tip-toeing more and more into PBR and reading the resources on the wiki (love the bible <3 ) and I'm trying to get my head around gamma correction and a linear workflow. I understand that when an image is shot via camera, what it actually shoots and what is on display is different due to the gamma…
Here's a good resource: http://docs.cryengine.com/pages/viewpage.action?pageId=1605651 Here's a good quote from that resource: Normal maps are all linear, they always have been, you don't need to worry about conversion. You just need to make sure they are stored linearly. Seems Cryengine does this by default, and many…
My understanding of this holly bible is that when create textures you want to make it as sRGB i think so assuming you are working with sRGB (the rights colors), it is linear on your hard drive then it comes in a game engine and your monitor fix it automatically or either make it sRGB on top of sRGB wich is not good so:…
I think the issues I'm struggling to comprehend is HOW the gamma becomes corrected... If a texture im using is downloaded, its got gamma on and I need to correct to for PBR. How and why is this done. Is it simply converting it to a standard 16bit-SRGB within photoshop? What is the reasoning for using SRGB other then more…
By levels, does this relate to luminosity values found on the marmoset website? i.e. adjust the levels to accurately match up (or make similar of) the luminosity values given within the material swatches provided using my own texture
Ok, so I think I get it:) i very much appreciate all your input! If you could confirm what I'm saying is correct it'd be great :) SRGB is for colour textures only; e.g albedo; Aslong as I produce these in photoshop using SRGB- but I must remember to FLAG this as SRGB within engine - so that it can convert this to linear…
Ok, so I've learnt that SRGB has a much larger ranger of colour and contrast values in comparison to standard RGB. Not only that but SRGB is used... pretty much everywhere allowing it to be much more consistent... So if I'm choose SRGB as my colour values, and I understand that an image when viewed contains gamma and…