I am now trying to apply dota2 model's materials in Blender, and this question comes to m:, when I use the two masks, should I use without gamma or not? that is, when source engine uses the channels of the mask, does it apply gamma correction to them or not? thanks in advance
Blender notes, FWIW... In the internal (legacy) renderer, gamma is applied automatically within node groups. You can see what's going on by dropping an RGB input node in and having a look at the values vs. the color scale on the side. i.e. for 50% gray the values will be ~0.5^2.2. This also applies to textures, so if…
Sorry I don't quite get it, Do you mean you use the masks as what they visually look like? then how about the normal map? in blender cycles if you don't set normal map to 'non-color-data'(kick out gamma, revert the image back, resulting a brighter image) as opposed to 'color', you get very odd and unnatural shading, do you…
I think the people who will be able to help you with this are : The Marmoset guys : http://www.polycount.com/forum/showthread.php?t=131511 The Substance guys : http://www.polycount.com/forum/showthread.php?t=121906 The polycounters who successfully ported the Dota2 shader to Max and Maya :…
Ok, so been doing some tests on a variety of models with this shader to see how to deal with masks and textures. It's a bit tricky trying to reverse engineer it, so this is only my best guess at this stage. Right now it seems that masks do have gamma correction applied (default behavior in Blender). It also appears that…