^ It always is for me i think you can save a default material that is probably why mine is default though i never had this issue and i play with every setting like a derph =) to get it looking the way i want. There is a marmoset link area usually where the developers hang and answer any concerns, i know you are aware of it…
Well, working in a cavity/roughness/metalness pipeline, to me these textures are "data textures" as you'd say, and we usually keep them in linear, why wouldn't you?
Hello everyone. I'm using Marmoset 2 and every so often I'll import an Albedo map. Every so often that material looks like it just went through a lightness filter. I know Marmoset is the problem because it looks just fine in the actual TGA texture. The problem is the material right? No. It still won't work if I create a…
You shouldn't be setting all your maps to sRGB, only albedo maps pretty much, using it on normal maps will give you some poor results, and it doesn't really make any sense to use it on masks or maps used for specular values and such. You should read up on Gamma to understand why, there are some good threads linked on the…
Erm, no. Saving everything as linear can actually cause compression artifacts, especially in the low end of the value range. Data textures (such as normalmaps) should ofc be linear. Keeping spec and gloss textures as srgb is fine (you know, as long as you convert back to linear before you do any shader computation with it).
It worked :D But why? If I had it disabled before then why did it work when I imported my second test texture in the same slot? Also, I applied that to all my other textured. sRGB looks objectively better and quite beautiful. Why is this not the default?