The LWF (Linear Workflow) was never really a topic when it comes to real-time raytracing inside the Unreal engine.
I noticed, that when importing a scene from 3dsmax with the .vrscene import, that the texture maps will be loaded with a different gamma curve.
The gamma curve seems to be fine when using Vray as the Raytracer.
But when you look in the Material Editor, and the viewport of the Unreal Editor, you will notice that the texture maps do not have the same gamma curve.
I would like to use the same shaders / materials and texture maps for both sides.
Meaning using Vray Raytracing of course, but also using the same shaders for the Unreal Real Time Raytracer.
But how could we adjust the gamma curve so it will work for both Raytracers the same way?
I noticed, that when importing a scene from 3dsmax with the .vrscene import, that the texture maps will be loaded with a different gamma curve.
The gamma curve seems to be fine when using Vray as the Raytracer.
But when you look in the Material Editor, and the viewport of the Unreal Editor, you will notice that the texture maps do not have the same gamma curve.
I would like to use the same shaders / materials and texture maps for both sides.
Meaning using Vray Raytracing of course, but also using the same shaders for the Unreal Real Time Raytracer.
But how could we adjust the gamma curve so it will work for both Raytracers the same way?
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