Two things, most modern renderers and game enginers use linear space rendering. Marmoset Toolbag 2 and UE4 certainly do. This means that all the rendering calculations are performed in linear space. However, this DOES NOT mean you need to author all of your textures in linear space. When it comes to authoring content in…
Yeah you can author diffuse/albedo maps in linear space if you want, and if you've created the map in linear space while previewing it in game, you should leave it as linear. Most people author diffuse/gamma maps in gamma space, because photoshop works in gamma space so its easier to "see" the results. Gloss/roughness maps…
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…
So I still don't get it... For my understanding ( to be able to properly work in a linear manner) I should be able to: - set each bitmap I load to be handled linear or gamma. I don't find such a setting except the turn-to... nodes. should I use them? - when using a node for the 3d view I should be able to tell the shader…
will also add that linearizing sRGB textures in Photoshop will reduce the quality of your textures! It's all around a bad idea. Not necessarily true. Rather, you need absolutely 16bit minimum to have no visible banding and data-loss for linear sRGB. For the OP. It could be worth it to take a linear icc profile(Elle Stone…
Come on guys?!? Stop using linear fall off with spot an point lights. Have u ever seen a linear falloff in real life. Sorry... Sorry. It just pisses me off to no end to see a production game with all the lights with linear falloff
sRGB is good for albedo because it's a more "artistic color range" Linear for roughness, metallic, height, normal and ambient occlusion should be linear because linear color space is more interested in preserving "data" and giving each color value equal space and weight. Something sRGB does not do. Linear color is just…
Certain maps will load as linear by default, like normal maps (which are always linear), and gloss/roughness maps (which are usually linear), while others like diffuse or specular maps will default to sRGB. What you're seeing in Toolbag is what the map looks like in linear space, it is not being gamma corrected. The map in…
As far as UE4 goes, and the other programs that game artists generally use, you shouldn't have to worry about working in any particular color space. Stick to your current one, which should be sRGB. Let the renderer do the conversions for you. One issue you'll come across with UE4 and color spaces is the fact that UE4(and…
Hi everyone, I have seen quite a lot of confusion surrounding Linear Workflow and 3ds Max. This is understandable, as there are many guides online, some with conflicting information. Another confusing stage is how to composite these renders correctly. This is why I have written this guide. I hope it will explain everything…