When using texture maps in the texture slots of the SSS shader, should the images be sRGB(2.2) or Linear(1.0)?
I think because of my gamma setup, my ssscolor texture map is being pushed down in the linear range which is making my shader look very dark.Within my linear workflow in 3dsmax, I usually set my incoming gamma to 2.2 and output to 1. This causes max to compensate for the gamma of the images that will later have a gamma applie. From there, when i bring in, what i call, "data maps" like normal and displacement, i usually override the gamma to 1.0 in the bitmap load dialog.
Should I be doing this for SSSColor texture? What about the other texture slots?
Fred
I think because of my gamma setup, my ssscolor texture map is being pushed down in the linear range which is making my shader look very dark.Within my linear workflow in 3dsmax, I usually set my incoming gamma to 2.2 and output to 1. This causes max to compensate for the gamma of the images that will later have a gamma applie. From there, when i bring in, what i call, "data maps" like normal and displacement, i usually override the gamma to 1.0 in the bitmap load dialog.
Should I be doing this for SSSColor texture? What about the other texture slots?
Fred
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