In the VRayHDRI node, when loading a bitmap - NON-hdr, just a normal 8-bit texture, if you select the Color Space as Inverse Gamma, a 2.2 gamma texture will look correct if you enter .4545; I understand that.
If I choose sRGB instead of Inverse Gamma, the bitmap thumbnail likewise changes color to look correct (the same as it does with .4545 inverse gamma). However, the Inverse Gamma numeric enter box does not have any effect; perhaps it should not.
Is there any way to "mess up" a sRGB texture if I choose the VRayHDRI color space as sRGB? Say if a file does not use gamma correction at all, or if the bitmap was not saved as sRGB or something?
Just trying to fool proof my workflow and I don't know enough about color space and gamma to know all the pitfalls.
Thanks,
Matt
If I choose sRGB instead of Inverse Gamma, the bitmap thumbnail likewise changes color to look correct (the same as it does with .4545 inverse gamma). However, the Inverse Gamma numeric enter box does not have any effect; perhaps it should not.
Is there any way to "mess up" a sRGB texture if I choose the VRayHDRI color space as sRGB? Say if a file does not use gamma correction at all, or if the bitmap was not saved as sRGB or something?
Just trying to fool proof my workflow and I don't know enough about color space and gamma to know all the pitfalls.
Thanks,
Matt
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