For example: Linear to Gamma 0.43^(1/2.2) = 0.45^0.4545 = 0.6956 (actually 0.6814 if you use more decimals) Your 0.43/0.69 you asked for in 0-255 space would be: 0.43 * 255 = 110 (linear space) 0.69 * 255 = 176 (gamma space)
The metal texture is great, good varience of large and small patterns along with detail. I agree with Fingus about the piece as a whole. The linear aspect of your scene is throwing the realism. I'd give the camera a dutch angle to add some disturbance if your going to keep it linear.
https://unity3d.com/unity/beta/2018.3 Unity 2018.3.0b7 release notes: - XR: Linear color space now works on Oculus Go and Quest. For Gear VR, driver issues may prevent linear from working with S7 Adreno phones on Android 7.0. :D
I'm guessing you're supposed to convert your entire shader chain to linear and let Maya do the last convertion back to gamma space? Could be that Maya texture nodes have "convert to linear" space functionality and you combine that with the Gamma Correction in the rendering stage?
As for the linear colors in the viewport, I have no idea, I don't really know how to check it even, I'm using Maya 2015. I'm not doing any shader calculations, and I agree the Linear/Gamma space is very confusing, I need to learn more about it.
@Kruskebunken Cool to see more context, thanks for sharing! Assuming the packed masks values are linear, I would set ORM textures sampler to linear too. Put the assets into Unreal engine: Used Blenders UV-Project modifier to map the texture onto the carved wall while modifying the geometry: Edit - Continued on the…
model it flat then use a non-linear deform mod and bend it and make a tube. Maya its F2 > Deformers > Non-Linear > Bend Max....I dunno..But theres a video around here somewhere. [ame=" https://www.youtube.com/watch?v=RxSvh7Mwtyw"]Max - Bend Mod[/ame]
I could easily write the MEL for it. But I don't really see what it does. CB? Looks like it takes an edge selection, anchors the end points, and moves the internal points to be linear with the ends? What length does it try to maintain, or is it a projection of the point onto the linear edge?
I think I found the culprit, and man that was one hell of a rabbit hole! when switching the "step snap" from off to relative/absolute, maya switches from arc rotation (revolving around the object) to linear rotation (going in a straight line along the perpendicular to the tangent of the point from which the axis was…
Just did a small comparison, it's not the same as using Linear Subdivision - as that causes non-quads quite easily. This script subdivides things in a more quad-based manner while the results look similar to Linear SubDiv but aren't quite the same. It was the similar look that made me wonder, cool stuff anyway :) .