I didn't notice this until now, but not too long ago I upgraded to 3ds Max 2019 with the latest V-Ray Next and I just noticed when working with one of my custom shaders from previous versions the VrayHDRI bitmap, in the color space options (sRGB and inverse gamma) behave differently in the sense that for reasons I don't quite understand yet are automatically calibrated to the correct color results from the inverse gamma setting.
Normally when I'm importing bitmaps that are in tiff's, png's, or jpegs with high bit depth from separate programs like Megascans or Substance, I load them into the VrayHDRI node and manually adjust diffuse, reflect, gloss, bump, etc. into either srgb or inverse gamma to get them to their appropriate gamma setting. However, now everything loads into the inverse gamma and automatically produces the correct result without me having to alter the settings, which is fantastic for me but I don't understand what is going on.
As far as I know my linear workflow is the same as 2018, but if there's something that changed in this recently I'd like to know if AutoDesk or you guys have added a feature I wasn't aware of. If anyone can illuminate this for me I'd appreciate it.
Thanks
Normally when I'm importing bitmaps that are in tiff's, png's, or jpegs with high bit depth from separate programs like Megascans or Substance, I load them into the VrayHDRI node and manually adjust diffuse, reflect, gloss, bump, etc. into either srgb or inverse gamma to get them to their appropriate gamma setting. However, now everything loads into the inverse gamma and automatically produces the correct result without me having to alter the settings, which is fantastic for me but I don't understand what is going on.
As far as I know my linear workflow is the same as 2018, but if there's something that changed in this recently I'd like to know if AutoDesk or you guys have added a feature I wasn't aware of. If anyone can illuminate this for me I'd appreciate it.
Thanks
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