So I've recently been using this new script to streamline my workflow process for properly converting the textures to it's proper gamma because I have no idea how any of this stuff is supposed to work. However I'm having difficult understanding why it's assigning these particular values. For example, I downloaded some surface textures from Megascans and created a custom shader using Quixel Mixer which anyone can view here and when I loaded the textures into the script it assigned these variables:
Diffuse Inverse Gamma: 0.455
RGB color space: Default
AO Inverse Gamma: 0.455
RGB color space: Default
Specular Inverse Gamma: 1.0
RGB color space: Default
Gloss Inverse Gamma: 1.0
RGB color space: Default
Normal Inverse Gamma: None
RGB color space: Raw
Displacement Inverse Gamma: 1.0
RGB color space: Default
With the exception of the normal, I don't understand why it's assigning those values for the gamma so I'm also wondering if these are correct? Can anyone break this down for me and let me know what's the proper workflow in layman's terms and is the script assigning it correctly? Thanks
Diffuse Inverse Gamma: 0.455
RGB color space: Default
AO Inverse Gamma: 0.455
RGB color space: Default
Specular Inverse Gamma: 1.0
RGB color space: Default
Gloss Inverse Gamma: 1.0
RGB color space: Default
Normal Inverse Gamma: None
RGB color space: Raw
Displacement Inverse Gamma: 1.0
RGB color space: Default
With the exception of the normal, I don't understand why it's assigning those values for the gamma so I'm also wondering if these are correct? Can anyone break this down for me and let me know what's the proper workflow in layman's terms and is the script assigning it correctly? Thanks
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