I've been experimenting with trying to get colors matched between 3ds and Photoshop(linear workflow). I've noticed there are color shifts that clients are getting picky about. In some cases I know there are white balance issues, color bleed, etc., but there seems to be more than that. So I experimented a little and after some research I think I have come up with a workflow (since Max doesn't do any color management, all the management needs to be done in Photoshop):
Photoshop -> Max: In Photoshop, convert texture bitmaps from srgb or Adobe RGB to the monitor's color profile.
Max -> Photoshop: Once image is rendered and you are back in Photoshop, apply the monitor profile, then convert it back to srgb or Adobe RGB (Adobe RGB seems to do a better job - wider gamut).
In tests, this seems to work great. The only 'unwieldy' part is converting all the texture bitmaps to the monitor's color space. It probably is only necessary for color critical textures. Still, it would be great if there was a plugin similar to the 'colorcorrection' map that could do the conversion on the fly, non-destructively.
Is anyone else using a workflow like this? Any advice?
Thanks,
Ryan
Photoshop -> Max: In Photoshop, convert texture bitmaps from srgb or Adobe RGB to the monitor's color profile.
Max -> Photoshop: Once image is rendered and you are back in Photoshop, apply the monitor profile, then convert it back to srgb or Adobe RGB (Adobe RGB seems to do a better job - wider gamut).
In tests, this seems to work great. The only 'unwieldy' part is converting all the texture bitmaps to the monitor's color space. It probably is only necessary for color critical textures. Still, it would be great if there was a plugin similar to the 'colorcorrection' map that could do the conversion on the fly, non-destructively.
Is anyone else using a workflow like this? Any advice?
Thanks,
Ryan
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